Multi-line remark statements wreck havoc on visual studio's parser (expensive)

This commit is contained in:
Uleat 2017-03-11 13:35:30 -05:00
parent 226a49cb42
commit 3555791e1f

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@ -1724,7 +1724,7 @@ bool Bot::LoadPet()
bool Bot::SavePet() bool Bot::SavePet()
{ {
if (!GetPet() || GetPet()->IsFamiliar() /*|| dead*/) if (!GetPet() || GetPet()->IsFamiliar()) // dead?
return true; return true;
NPC *pet_inst = GetPet()->CastToNPC(); NPC *pet_inst = GetPet()->CastToNPC();
@ -3505,8 +3505,8 @@ void Bot::PerformTradeWithClient(int16 beginSlotID, int16 endSlotID, Client* cli
continue; continue;
auto trade_instance = trade_iterator.tradeItemInstance; auto trade_instance = trade_iterator.tradeItemInstance;
/*if ((stage_loop == stageStackable) && !trade_instance->IsStackable()) //if ((stage_loop == stageStackable) && !trade_instance->IsStackable())
continue;*/ // continue;
for (auto index : bot_equip_order) { for (auto index : bot_equip_order) {
if (!(trade_instance->GetItem()->Slots & (1 << index))) if (!(trade_instance->GetItem()->Slots & (1 << index)))
@ -3849,7 +3849,8 @@ void Bot::Damage(Mob *from, int32 damage, uint16 spell_id, EQEmu::skills::SkillT
} }
} }
void Bot::AddToHateList(Mob* other, uint32 hate /*= 0*/, int32 damage /*= 0*/, bool iYellForHelp /*= true*/, bool bFrenzy /*= false*/, bool iBuffTic /*= false*/) { //void Bot::AddToHateList(Mob* other, uint32 hate = 0, int32 damage = 0, bool iYellForHelp = true, bool bFrenzy = false, bool iBuffTic = false)
void Bot::AddToHateList(Mob* other, uint32 hate, int32 damage, bool iYellForHelp, bool bFrenzy, bool iBuffTic) {
Mob::AddToHateList(other, hate, damage, iYellForHelp, bFrenzy, iBuffTic); Mob::AddToHateList(other, hate, damage, iYellForHelp, bFrenzy, iBuffTic);
} }
@ -4261,24 +4262,23 @@ int32 Bot::CalcBotAAFocus(BotfocusType type, uint32 aa_ID, uint32 points, uint16
value = base1; value = base1;
break; break;
} }
/* //case SE_SympatheticProc:
case SE_SympatheticProc: //{
{ // if(type == focusSympatheticProc)
if(type == focusSympatheticProc) // {
{ // float ProcChance, ProcBonus;
float ProcChance, ProcBonus; // int16 ProcRateMod = base1; //Baseline is 100 for most Sympathetic foci
int16 ProcRateMod = base1; //Baseline is 100 for most Sympathetic foci // int32 cast_time = GetActSpellCasttime(spell_id, spells[spell_id].cast_time);
int32 cast_time = GetActSpellCasttime(spell_id, spells[spell_id].cast_time); // GetSympatheticProcChances(ProcBonus, ProcChance, cast_time, ProcRateMod);
GetSympatheticProcChances(ProcBonus, ProcChance, cast_time, ProcRateMod);
if(zone->random.Real(0, 1) <= ProcChance) // if(zone->random.Real(0, 1) <= ProcChance)
value = focus_id; // value = focus_id;
else // else
value = 0; // value = 0;
} // }
break; // break;
}*/ //}
case SE_FcDamageAmt: { case SE_FcDamageAmt: {
if(type == focusFcDamageAmt) if(type == focusFcDamageAmt)
value = base1; value = base1;
@ -5069,14 +5069,14 @@ void Bot::DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int32
CheckNumHitsRemaining(NumHit::OutgoingHitSuccess); CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill //[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
/* if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){ //if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
int kb_chance = 25; // int kb_chance = 25;
kb_chance += (kb_chance * (100 - aabonuses.SpecialAttackKBProc[0]) / 100); // kb_chance += (kb_chance * (100 - aabonuses.SpecialAttackKBProc[0]) / 100);
if (zone->random.Int(0, 99) < kb_chance) // if (zone->random.Int(0, 99) < kb_chance)
SpellFinished(904, who, 10, 0, -1, spells[904].ResistDiff); // SpellFinished(904, who, 10, 0, -1, spells[904].ResistDiff);
//who->Stun(100); Kayen: This effect does not stun on live, it only moves the NPC. // //who->Stun(100); Kayen: This effect does not stun on live, it only moves the NPC.
}*/ //}
if (HasSkillProcs()) if (HasSkillProcs())
TrySkillProc(who, skill, (ReuseTime * 1000)); TrySkillProc(who, skill, (ReuseTime * 1000));
@ -7648,7 +7648,7 @@ void Bot::AddItemBonuses(const EQEmu::ItemInstance *inst, StatBonuses* newbon, b
switch(item->BardType) switch(item->BardType)
{ {
case 51: /* All (e.g. Singing Short Sword) */ case EQEmu::item::ItemTypeAllInstrumentTypes: // (e.g. Singing Short Sword)
{ {
if(item->BardValue > newbon->singingMod) if(item->BardValue > newbon->singingMod)
newbon->singingMod = item->BardValue; newbon->singingMod = item->BardValue;
@ -7662,31 +7662,31 @@ void Bot::AddItemBonuses(const EQEmu::ItemInstance *inst, StatBonuses* newbon, b
newbon->windMod = item->BardValue; newbon->windMod = item->BardValue;
break; break;
} }
case 50: /* Singing */ case EQEmu::item::ItemTypeSinging:
{ {
if(item->BardValue > newbon->singingMod) if(item->BardValue > newbon->singingMod)
newbon->singingMod = item->BardValue; newbon->singingMod = item->BardValue;
break; break;
} }
case 23: /* Wind */ case EQEmu::item::ItemTypeWindInstrument:
{ {
if(item->BardValue > newbon->windMod) if(item->BardValue > newbon->windMod)
newbon->windMod = item->BardValue; newbon->windMod = item->BardValue;
break; break;
} }
case 24: /* stringed */ case EQEmu::item::ItemTypeStringedInstrument:
{ {
if(item->BardValue > newbon->stringedMod) if(item->BardValue > newbon->stringedMod)
newbon->stringedMod = item->BardValue; newbon->stringedMod = item->BardValue;
break; break;
} }
case 25: /* brass */ case EQEmu::item::ItemTypeBrassInstrument:
{ {
if(item->BardValue > newbon->brassMod) if(item->BardValue > newbon->brassMod)
newbon->brassMod = item->BardValue; newbon->brassMod = item->BardValue;
break; break;
} }
case 26: /* Percussion */ case EQEmu::item::ItemTypePercussionInstrument:
{ {
if(item->BardValue > newbon->percussionMod) if(item->BardValue > newbon->percussionMod)
newbon->percussionMod = item->BardValue; newbon->percussionMod = item->BardValue;
@ -7768,10 +7768,10 @@ void Bot::CalcBotStats(bool showtext) {
GetSkill(EQEmu::skills::SkillBrassInstruments), GetSkill(EQEmu::skills::SkillPercussionInstruments), GetSkill(EQEmu::skills::SkillSinging), GetSkill(EQEmu::skills::SkillStringedInstruments), GetSkill(EQEmu::skills::SkillWindInstruments)); GetSkill(EQEmu::skills::SkillBrassInstruments), GetSkill(EQEmu::skills::SkillPercussionInstruments), GetSkill(EQEmu::skills::SkillSinging), GetSkill(EQEmu::skills::SkillStringedInstruments), GetSkill(EQEmu::skills::SkillWindInstruments));
} }
/*if(this->Save()) //if(this->Save())
this->GetBotOwner()->CastToClient()->Message(0, "%s saved.", this->GetCleanName()); // this->GetBotOwner()->CastToClient()->Message(0, "%s saved.", this->GetCleanName());
else //else
this->GetBotOwner()->CastToClient()->Message(13, "%s save failed!", this->GetCleanName());*/ // this->GetBotOwner()->CastToClient()->Message(13, "%s save failed!", this->GetCleanName());
CalcBonuses(); CalcBonuses();