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[Cleanup] Remove can_corpse_be_rezzed from corpse.h (#3077)
# Notes - This is unused.
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@ -362,7 +362,6 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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is_corpse_changed = true;
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rez_experience = in_rezexp;
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can_corpse_be_rezzed = true;
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is_player_corpse = true;
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is_locked = false;
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being_looted_by = 0xFFFFFFFF;
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@ -54,8 +54,8 @@ class Corpse : public Mob {
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virtual bool Death(Mob* killerMob, int64 damage, uint16 spell_id, EQ::skills::SkillType attack_skill) { return true; }
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virtual void Damage(Mob* from, int64 damage, uint16 spell_id, EQ::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None) { return; }
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bool Attack(Mob* other, int Hand = EQ::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = true,
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bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) override {
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return false;
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bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) override {
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return false;
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}
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virtual bool HasRaid() { return false; }
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virtual bool HasGroup() { return false; }
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@ -172,7 +172,6 @@ private:
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uint32 being_looted_by; /* Determines what the corpse is being looted by internally for logic */
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uint32 rez_experience; /* Amount of experience that the corpse would rez for */
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bool rez;
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bool can_corpse_be_rezzed; /* Bool declaring whether or not a corpse can be rezzed */
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bool become_npc;
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int allowed_looters[MAX_LOOTERS]; /* People allowed to loot the corpse, character id */
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Timer corpse_decay_timer; /* The amount of time in millseconds in which a corpse will take to decay (Depop/Poof) */
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