[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
+4 -4
View File
@@ -770,7 +770,7 @@ public:
void QuestJournalledSay(Client *QuestInitiator, const char *str, Journal::Options &opts);
int32 GetItemStat(uint32 itemid, const char *identifier);
int16 CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, bool best_focus=false, uint16 casterid=0);
int32 CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, bool best_focus=false, uint16 casterid=0);
uint8 IsFocusEffect(uint16 spellid, int effect_index, bool AA=false,uint32 aa_effect=0);
void SendIllusionPacket(uint16 in_race, uint8 in_gender = 0xFF, uint8 in_texture = 0xFF, uint8 in_helmtexture = 0xFF,
uint8 in_haircolor = 0xFF, uint8 in_beardcolor = 0xFF, uint8 in_eyecolor1 = 0xFF, uint8 in_eyecolor2 = 0xFF,
@@ -839,9 +839,9 @@ public:
int32 GetSpellStat(uint32 spell_id, const char *identifier, uint8 slot = 0);
bool HarmonySpellLevelCheck(int32 spell_id, Mob* target = nullptr);
void CastSpellOnLand(Mob* caster, uint32 spell_id);
void CastSpellOnLand(Mob* caster, int32 spell_id);
void FocusProcLimitProcess();
bool ApplyFocusProcLimiter(uint32 spell_id, int buffslot = -1);
bool ApplyFocusProcLimiter(int32 spell_id, int buffslot = -1);
void ModSkillDmgTaken(EQ::skills::SkillType skill_num, int value);
int16 GetModSkillDmgTaken(const EQ::skills::SkillType skill_num);
@@ -1383,7 +1383,7 @@ protected:
virtual
#endif
int GetBaseSkillDamage(EQ::skills::SkillType skill, Mob *target = nullptr);
virtual int16 GetFocusEffect(focusType type, uint16 spell_id) { return 0; }
virtual int32 GetFocusEffect(focusType type, uint16 spell_id) { return 0; }
void CalculateNewFearpoint();
float FindGroundZ(float new_x, float new_y, float z_offset=0.0);
float FindDestGroundZ(glm::vec3 dest, float z_offset=0.0);