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Fixed #modifynpcstat runspeed <value>, to work with new speed calculations.
Updated #showstats and #npcstats for new speed calcs to display speeds again in familiar float format. Improved client movement while AI Controlled, such as feared and charmed. Movement will be much smoother from clients perspective.
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@@ -365,7 +365,7 @@ public:
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inline Mob* GetTarget() const { return target; }
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virtual void SetTarget(Mob* mob);
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virtual inline float GetHPRatio() const { return max_hp == 0 ? 0 : ((float)cur_hp/max_hp*100); }
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virtual inline float GetIntHPRatio() const { return max_hp == 0 ? 0 : (cur_hp/max_hp*100); }
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virtual inline int GetIntHPRatio() const { return max_hp == 0 ? 0 : static_cast<int>(cur_hp * 100 / max_hp); }
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inline virtual int32 GetAC() const { return AC + itembonuses.AC + spellbonuses.AC; }
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inline virtual int32 GetATK() const { return ATK + itembonuses.ATK + spellbonuses.ATK; }
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inline virtual int32 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; }
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