[Cleanup] Combine similar cases in Client::InitInnates() (#3260)

# Notes
- These cases were the same, consolidating them is better.
This commit is contained in:
Alex King 2023-04-05 10:23:05 -04:00 committed by GitHub
parent b08975aefb
commit 67b03b4e31
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@ -9009,120 +9009,119 @@ void Client::InitInnates()
// The client calls this in a few places. When you remove a vision buff and in SetHeights, which is called in // The client calls this in a few places. When you remove a vision buff and in SetHeights, which is called in
// illusions, mounts, and a bunch of other cases. All of the calls to InitInnates are wrapped in restoring regen // illusions, mounts, and a bunch of other cases. All of the calls to InitInnates are wrapped in restoring regen
// besides the call initializing the first time // besides the call initializing the first time
auto race = GetRace(); auto race = GetRace();
auto class_ = GetClass(); auto class_ = GetClass();
for (int i = 0; i < InnateSkillMax; ++i) for (int i = 0; i < InnateSkillMax; ++i) {
m_pp.InnateSkills[i] = InnateDisabled; m_pp.InnateSkills[i] = InnateDisabled;
}
m_pp.InnateSkills[InnateInspect] = InnateEnabled; m_pp.InnateSkills[InnateInspect] = InnateEnabled;
m_pp.InnateSkills[InnateOpen] = InnateEnabled; m_pp.InnateSkills[InnateOpen] = InnateEnabled;
if (race >= RT_FROGLOK_3) { if (race >= RT_FROGLOK_3) {
if (race == RT_SKELETON_2 || race == RT_FROGLOK_3) if (race == RT_SKELETON_2 || race == RT_FROGLOK_3) {
m_pp.InnateSkills[InnateUltraVision] = InnateEnabled; m_pp.InnateSkills[InnateUltraVision] = InnateEnabled;
else } else {
m_pp.InnateSkills[InnateInfravision] = InnateEnabled; m_pp.InnateSkills[InnateInfravision] = InnateEnabled;
}
} }
switch (race) { switch (race) {
case RT_BARBARIAN: case RT_BARBARIAN:
case RT_BARBARIAN_2: case RT_BARBARIAN_2:
m_pp.InnateSkills[InnateSlam] = InnateEnabled; m_pp.InnateSkills[InnateSlam] = InnateEnabled;
break; break;
case RT_ERUDITE: case RT_ERUDITE:
case RT_ERUDITE_2: case RT_ERUDITE_2:
m_pp.InnateSkills[InnateLore] = InnateEnabled; m_pp.InnateSkills[InnateLore] = InnateEnabled;
break; break;
case RT_WOOD_ELF: case RT_WOOD_ELF:
case RT_GUARD_3: case RT_GUARD_3:
m_pp.InnateSkills[InnateInfravision] = InnateEnabled; m_pp.InnateSkills[InnateInfravision] = InnateEnabled;
break; break;
case RT_HIGH_ELF: case RT_GNOME:
case RT_GUARD_2: case RT_HIGH_ELF:
m_pp.InnateSkills[InnateInfravision] = InnateEnabled; case RT_GUARD_2:
m_pp.InnateSkills[InnateLore] = InnateEnabled; m_pp.InnateSkills[InnateInfravision] = InnateEnabled;
break; m_pp.InnateSkills[InnateLore] = InnateEnabled;
case RT_DARK_ELF: break;
case RT_DARK_ELF_2: case RT_TROLL:
case RT_VAMPIRE_2: case RT_TROLL_2:
m_pp.InnateSkills[InnateUltraVision] = InnateEnabled; m_pp.InnateSkills[InnateRegen] = InnateEnabled;
break; m_pp.InnateSkills[InnateSlam] = InnateEnabled;
case RT_TROLL: m_pp.InnateSkills[InnateInfravision] = InnateEnabled;
case RT_TROLL_2: break;
m_pp.InnateSkills[InnateRegen] = InnateEnabled; case RT_DWARF:
m_pp.InnateSkills[InnateSlam] = InnateEnabled; case RT_DWARF_2:
m_pp.InnateSkills[InnateInfravision] = InnateEnabled; m_pp.InnateSkills[InnateInfravision] = InnateEnabled;
break; break;
case RT_DWARF: case RT_OGRE:
case RT_DWARF_2: case RT_OGRE_2:
m_pp.InnateSkills[InnateInfravision] = InnateEnabled; m_pp.InnateSkills[InnateInfravision] = InnateEnabled;
break; m_pp.InnateSkills[InnateSlam] = InnateEnabled;
case RT_OGRE: m_pp.InnateSkills[InnateNoBash] = InnateEnabled;
case RT_OGRE_2: m_pp.InnateSkills[InnateBashDoor] = InnateEnabled;
m_pp.InnateSkills[InnateInfravision] = InnateEnabled; break;
m_pp.InnateSkills[InnateSlam] = InnateEnabled; case RT_HALFLING:
m_pp.InnateSkills[InnateNoBash] = InnateEnabled; case RT_HALFLING_2:
m_pp.InnateSkills[InnateBashDoor] = InnateEnabled; m_pp.InnateSkills[InnateInfravision] = InnateEnabled;
break; break;
case RT_HALFLING: case RT_IKSAR:
case RT_HALFLING_2: m_pp.InnateSkills[InnateRegen] = InnateEnabled;
m_pp.InnateSkills[InnateInfravision] = InnateEnabled; m_pp.InnateSkills[InnateInfravision] = InnateEnabled;
break; break;
case RT_GNOME: case RT_VAH_SHIR:
m_pp.InnateSkills[InnateInfravision] = InnateEnabled; m_pp.InnateSkills[InnateInfravision] = InnateEnabled;
m_pp.InnateSkills[InnateLore] = InnateEnabled; break;
break; case RT_DARK_ELF:
case RT_IKSAR: case RT_DARK_ELF_2:
m_pp.InnateSkills[InnateRegen] = InnateEnabled; case RT_VAMPIRE_2:
m_pp.InnateSkills[InnateInfravision] = InnateEnabled; case RT_FROGLOK_2:
break; case RT_GHOST:
case RT_VAH_SHIR: case RT_GHOUL:
m_pp.InnateSkills[InnateInfravision] = InnateEnabled; case RT_SKELETON:
break; case RT_VAMPIRE:
case RT_FROGLOK_2: case RT_WILL_O_WISP:
case RT_GHOST: case RT_ZOMBIE:
case RT_GHOUL: case RT_SPECTRE:
case RT_SKELETON: case RT_GHOST_2:
case RT_VAMPIRE: case RT_GHOST_3:
case RT_WILL_O_WISP: case RT_DRAGON_2:
case RT_ZOMBIE: case RT_INNORUUK:
case RT_SPECTRE: m_pp.InnateSkills[InnateUltraVision] = InnateEnabled;
case RT_GHOST_2: break;
case RT_GHOST_3: case RT_HUMAN:
case RT_DRAGON_2: case RT_GUARD:
case RT_INNORUUK: case RT_BEGGAR:
m_pp.InnateSkills[InnateUltraVision] = InnateEnabled; case RT_HUMAN_2:
break; case RT_HUMAN_3:
case RT_HUMAN: case RT_FROGLOK_3: // client does froglok weird, but this should work out fine
case RT_GUARD: break;
case RT_BEGGAR: default:
case RT_HUMAN_2: m_pp.InnateSkills[InnateInfravision] = InnateEnabled;
case RT_HUMAN_3: break;
case RT_FROGLOK_3: // client does froglok weird, but this should work out fine
break;
default:
m_pp.InnateSkills[InnateInfravision] = InnateEnabled;
break;
} }
switch (class_) { switch (class_) {
case DRUID: case DRUID:
m_pp.InnateSkills[InnateHarmony] = InnateEnabled; m_pp.InnateSkills[InnateHarmony] = InnateEnabled;
break; break;
case BARD: case BARD:
m_pp.InnateSkills[InnateReveal] = InnateEnabled; m_pp.InnateSkills[InnateReveal] = InnateEnabled;
break; break;
case ROGUE: case ROGUE:
m_pp.InnateSkills[InnateSurprise] = InnateEnabled; m_pp.InnateSkills[InnateSurprise] = InnateEnabled;
m_pp.InnateSkills[InnateReveal] = InnateEnabled; m_pp.InnateSkills[InnateReveal] = InnateEnabled;
break; break;
case RANGER: case RANGER:
m_pp.InnateSkills[InnateAwareness] = InnateEnabled; m_pp.InnateSkills[InnateAwareness] = InnateEnabled;
break; break;
case MONK: case MONK:
m_pp.InnateSkills[InnateSurprise] = InnateEnabled; m_pp.InnateSkills[InnateSurprise] = InnateEnabled;
m_pp.InnateSkills[InnateAwareness] = InnateEnabled; m_pp.InnateSkills[InnateAwareness] = InnateEnabled;
default: default:
break; break;
} }
} }