minor clear up of 2handstaff block effect code.

This commit is contained in:
KayenEQ 2014-11-01 20:57:26 -04:00
parent 7b0045290d
commit 39bb2aa811

View File

@ -451,19 +451,16 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
&& (other->InFrontMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
float bonusShieldBlock = 0.0f;
bonusShieldBlock = aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock;
bonusShieldBlock = static_cast<float>(aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock);
RollTable[1] += bonusShieldBlock;
}
if(damage > 0 && (aabonuses.TwoHandBluntBlock || spellbonuses.TwoHandBluntBlock || itembonuses.TwoHandBluntBlock)
if(IsClient() && damage > 0 && (aabonuses.TwoHandBluntBlock || spellbonuses.TwoHandBluntBlock || itembonuses.TwoHandBluntBlock)
&& (other->InFrontMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
bool equiped2 = CastToClient()->m_inv.GetItem(MainPrimary);
if(equiped2) {
uint8 TwoHandBlunt = CastToClient()->m_inv.GetItem(MainPrimary)->GetItem()->ItemType;
if(CastToClient()->m_inv.GetItem(MainPrimary)) {
float bonusStaffBlock = 0.0f;
if(TwoHandBlunt == ItemType2HBlunt) {
bonusStaffBlock = aabonuses.TwoHandBluntBlock + spellbonuses.TwoHandBluntBlock + itembonuses.TwoHandBluntBlock;
if (CastToClient()->m_inv.GetItem(MainPrimary)->GetItem()->ItemType == ItemType2HBlunt){
bonusStaffBlock = static_cast<float>(aabonuses.TwoHandBluntBlock + spellbonuses.TwoHandBluntBlock + itembonuses.TwoHandBluntBlock);
RollTable[1] += bonusStaffBlock;
}
}
@ -4717,7 +4714,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
if (type == SE_Rune){
for(uint32 slot = 0; slot < buff_max; slot++) {
if(slot == spellbonuses.MeleeRune[1] && spellbonuses.MeleeRune[0] && buffs[slot].melee_rune && IsValidSpell(buffs[slot].spellid)){
uint32 melee_rune_left = buffs[slot].melee_rune;
int melee_rune_left = buffs[slot].melee_rune;
if(melee_rune_left > damage)
{
@ -4742,7 +4739,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
else{
for(uint32 slot = 0; slot < buff_max; slot++) {
if(slot == spellbonuses.AbsorbMagicAtt[1] && spellbonuses.AbsorbMagicAtt[0] && buffs[slot].magic_rune && IsValidSpell(buffs[slot].spellid)){
uint32 magic_rune_left = buffs[slot].magic_rune;
int magic_rune_left = buffs[slot].magic_rune;
if(magic_rune_left > damage)
{
magic_rune_left -= damage;