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[Code Cleanup] Remove this-> in code where its implied (#2088)
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+9
-9
@@ -53,7 +53,7 @@ void Mob::CalcBonuses()
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/* Fast walking NPC's are prone to disappear into walls/hills
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We set this here because NPC's can cast spells to change walkspeed/runspeed
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*/
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float get_walk_speed = static_cast<float>(0.025f * this->GetWalkspeed());
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float get_walk_speed = static_cast<float>(0.025f * GetWalkspeed());
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rooted = FindType(SE_Root);
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}
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@@ -1118,7 +1118,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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case SE_Proc_Timer_Modifier: {
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/*
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AA can multiples of this in a single effect, proc should use the timer
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AA can multiples of this in a single effect, proc should use the timer
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that comes after the respective proc spell effect, thus rank.id will be already set
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when this is checked.
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*/
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@@ -1220,7 +1220,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] = rank.spell; // spell to proc
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newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE] = base_value; // Chance base 1000 = 100% proc rate
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newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL] = limit_value; // Skill to Proc Offr
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if (limit_value < EQ::skills::HIGHEST_SKILL) {
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newbon->HasSkillAttackProc[limit_value] = true; //check first before looking for any effects.
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}
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@@ -1341,7 +1341,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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}
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case SE_MitigateDamageShield: {
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//AA that increase mitigation are set to negative.
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if (base_value < 0) {
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base_value = base_value * (-1);
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@@ -1736,7 +1736,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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break;
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}
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case SE_ExtendedShielding:
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case SE_ExtendedShielding:
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{
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if (newbon->ExtendedShielding < base_value) {
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newbon->ExtendedShielding = base_value;
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@@ -1744,7 +1744,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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break;
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}
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case SE_ShieldDuration:
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case SE_ShieldDuration:
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{
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if (newbon->ShieldDuration < base_value) {
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newbon->ShieldDuration = base_value;
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@@ -1762,7 +1762,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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newbon->SecondaryForte = base_value;
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}
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break;
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case SE_ZoneSuspendMinion:
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newbon->ZoneSuspendMinion = base_value;
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break;
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@@ -3610,7 +3610,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] = max_value; // spell to proc
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new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE] = effect_value; // Chance base 1000 = 100% proc rate
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new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL] = limit_value; // Skill to Proc Offr
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if (limit_value < EQ::skills::HIGHEST_SKILL) {
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new_bonus->HasSkillAttackProc[limit_value] = true; //check first before looking for any effects.
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}
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@@ -3808,7 +3808,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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if (spells[new_bonus->WeaponStance[limit_value]].rank < spells[effect_value].rank) { //If so, check if any new spellids with higher rank exist (live spells for this are ranked).
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new_bonus->WeaponStance[limit_value] = effect_value; //Overwrite with new effect
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SetWeaponStanceEnabled(true);
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if (WornType) {
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weaponstance.itembonus_enabled = true;
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}
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