Support for spells_new field npc_no_los (simply skips the LOS check for that spell

despite name, no reason to hard code it only for NPC).
This commit is contained in:
KayenEQ
2014-08-01 23:35:35 -04:00
parent cc0f2ac37a
commit 454f2520c3
3 changed files with 8 additions and 4 deletions
+3
View File
@@ -1720,6 +1720,7 @@ void SharedDatabase::LoadSpells(void *data, int max_spells) {
sp[tempid].descnum = atoi(row[155]);
sp[tempid].effectdescnum = atoi(row[157]);
sp[tempid].npc_no_los = atoi(row[159]) != 0;
sp[tempid].reflectable = atoi(row[161]) != 0;
sp[tempid].bonushate=atoi(row[162]);
@@ -1750,6 +1751,8 @@ void SharedDatabase::LoadSpells(void *data, int max_spells) {
sp[tempid].AllowRest = atoi(row[212]) != 0;
sp[tempid].NotOutofCombat = atoi(row[213]) != 0;
sp[tempid].NotInCombat = atoi(row[214]) != 0;
sp[tempid].aemaxtargets = atoi(row[218]);
sp[tempid].maxtargets = atoi(row[219]);
sp[tempid].persistdeath = atoi(row[224]) != 0;
sp[tempid].DamageShieldType = 0;
}