[Spells] Focus related functions to use int32 instead of int16

Need to increase from int16 to int32 when calculating focus due it causing issues with returning spell ids for some effects which can easily be over the int16 limit. CalcAAFocus and CalcFocusEffect were doing all math in int16 also, no reason not to increase to int32.
This commit is contained in:
KayenEQ
2021-08-01 14:06:57 -04:00
committed by GitHub
parent 2d296eb317
commit 72056ffba3
6 changed files with 54 additions and 54 deletions
+2 -2
View File
@@ -889,7 +889,7 @@ public:
void SendClearAA();
inline uint32 GetAAXP() const { return m_pp.expAA; }
inline uint32 GetAAPercent() const { return m_epp.perAA; }
int16 CalcAAFocus(focusType type, const AA::Rank &rank, uint16 spell_id);
int32 CalcAAFocus(focusType type, const AA::Rank &rank, uint16 spell_id);
void SetAATitle(const char *Title);
void SetTitleSuffix(const char *txt);
void MemorizeSpell(uint32 slot, uint32 spellid, uint32 scribing);
@@ -1602,7 +1602,7 @@ protected:
void MakeBuffFadePacket(uint16 spell_id, int slot_id, bool send_message = true);
bool client_data_loaded;
int16 GetFocusEffect(focusType type, uint16 spell_id);
int32 GetFocusEffect(focusType type, uint16 spell_id);
uint16 GetSympatheticFocusEffect(focusType type, uint16 spell_id);
void FinishAlternateAdvancementPurchase(AA::Rank *rank, bool ignore_cost);