Updated npc spell types to 32-bit mask

This commit is contained in:
Uleat
2017-02-09 17:57:55 -05:00
parent d3dff3760a
commit 38651258fc
12 changed files with 54 additions and 47 deletions
+2 -2
View File
@@ -47,7 +47,7 @@ extern Zone *zone;
#endif
//NOTE: do NOT pass in beneficial and detrimental spell types into the same call here!
bool NPC::AICastSpell(Mob* tar, uint8 iChance, uint16 iSpellTypes) {
bool NPC::AICastSpell(Mob* tar, uint8 iChance, uint32 iSpellTypes) {
if (!tar)
return false;
@@ -344,7 +344,7 @@ bool NPC::AIDoSpellCast(uint8 i, Mob* tar, int32 mana_cost, uint32* oDontDoAgain
return CastSpell(AIspells[i].spellid, tar->GetID(), EQEmu::CastingSlot::Gem2, AIspells[i].manacost == -2 ? 0 : -1, mana_cost, oDontDoAgainBefore, -1, -1, 0, &(AIspells[i].resist_adjust));
}
bool EntityList::AICheckCloseBeneficialSpells(NPC* caster, uint8 iChance, float iRange, uint16 iSpellTypes) {
bool EntityList::AICheckCloseBeneficialSpells(NPC* caster, uint8 iChance, float iRange, uint32 iSpellTypes) {
if((iSpellTypes&SpellTypes_Detrimental) != 0) {
//according to live, you can buff and heal through walls...
//now with PCs, this only applies if you can TARGET the target, but