[Code Cleanup] Remove this-> in code where its implied (#2088)

This commit is contained in:
Chris Miles
2022-05-01 09:22:09 -05:00
committed by GitHub
parent b02008ec53
commit 5b4aeaa457
47 changed files with 1033 additions and 1033 deletions
+9 -9
View File
@@ -53,7 +53,7 @@ void Mob::CalcBonuses()
/* Fast walking NPC's are prone to disappear into walls/hills
We set this here because NPC's can cast spells to change walkspeed/runspeed
*/
float get_walk_speed = static_cast<float>(0.025f * this->GetWalkspeed());
float get_walk_speed = static_cast<float>(0.025f * GetWalkspeed());
rooted = FindType(SE_Root);
}
@@ -1118,7 +1118,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
case SE_Proc_Timer_Modifier: {
/*
AA can multiples of this in a single effect, proc should use the timer
AA can multiples of this in a single effect, proc should use the timer
that comes after the respective proc spell effect, thus rank.id will be already set
when this is checked.
*/
@@ -1220,7 +1220,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] = rank.spell; // spell to proc
newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE] = base_value; // Chance base 1000 = 100% proc rate
newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL] = limit_value; // Skill to Proc Offr
if (limit_value < EQ::skills::HIGHEST_SKILL) {
newbon->HasSkillAttackProc[limit_value] = true; //check first before looking for any effects.
}
@@ -1341,7 +1341,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
}
case SE_MitigateDamageShield: {
//AA that increase mitigation are set to negative.
if (base_value < 0) {
base_value = base_value * (-1);
@@ -1736,7 +1736,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
break;
}
case SE_ExtendedShielding:
case SE_ExtendedShielding:
{
if (newbon->ExtendedShielding < base_value) {
newbon->ExtendedShielding = base_value;
@@ -1744,7 +1744,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
break;
}
case SE_ShieldDuration:
case SE_ShieldDuration:
{
if (newbon->ShieldDuration < base_value) {
newbon->ShieldDuration = base_value;
@@ -1762,7 +1762,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
newbon->SecondaryForte = base_value;
}
break;
case SE_ZoneSuspendMinion:
newbon->ZoneSuspendMinion = base_value;
break;
@@ -3610,7 +3610,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] = max_value; // spell to proc
new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE] = effect_value; // Chance base 1000 = 100% proc rate
new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL] = limit_value; // Skill to Proc Offr
if (limit_value < EQ::skills::HIGHEST_SKILL) {
new_bonus->HasSkillAttackProc[limit_value] = true; //check first before looking for any effects.
}
@@ -3808,7 +3808,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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).
new_bonus->WeaponStance[limit_value] = effect_value; //Overwrite with new effect
SetWeaponStanceEnabled(true);
if (WornType) {
weaponstance.itembonus_enabled = true;
}