More numeric to constant conversions..should be most of them... Please report any inventory abnormalities.

This commit is contained in:
Uleat
2014-07-31 07:52:38 -04:00
parent e902373ce7
commit 8b14c21a24
41 changed files with 1402 additions and 1018 deletions
+5 -5
View File
@@ -1248,7 +1248,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
if( Hand == MainPrimary && GetLevel() >= 28 && IsWarriorClass() )
{
// Damage bonuses apply only to hits from the main hand (Hand == 13) by characters level 28 and above
// Damage bonuses apply only to hits from the main hand (Hand == MainPrimary) by characters level 28 and above
// who belong to a melee class. If we're here, then all of these conditions apply.
ucDamageBonus = GetWeaponDamageBonus( weapon ? weapon->GetItem() : (const Item_Struct*) nullptr );
@@ -2629,7 +2629,7 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
// Assert: This function should only be called for hits by the mainhand, as damage bonuses apply only to the
// weapon in the primary slot. Be sure to check that Hand == 13 before calling.
// weapon in the primary slot. Be sure to check that Hand == MainPrimary before calling.
// Assert: The caller should ensure that Weapon is actually a weapon before calling this function.
// The ItemInst::IsWeapon() method can be used to quickly determine this.
@@ -3906,7 +3906,7 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand) {
float ProcChance, ProcBonus;
on->GetDefensiveProcChances(ProcBonus, ProcChance, hand , this);
if(hand != 13)
if(hand != MainPrimary)
ProcChance /= 2;
if (bDefensiveProc){
@@ -3965,7 +3965,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on
ProcBonus += static_cast<float>(itembonuses.ProcChance) / 10.0f; // Combat Effects
float ProcChance = GetProcChances(ProcBonus, hand);
if (hand != 13) //Is Archery intened to proc at 50% rate?
if (hand != MainPrimary) //Is Archery intened to proc at 50% rate?
ProcChance /= 2;
// Try innate proc on weapon
@@ -4632,7 +4632,7 @@ float Mob::GetSkillProcChances(uint16 ReuseTime, uint16 hand) {
ProcChance = static_cast<float>(weapon_speed) * (RuleR(Combat, AvgProcsPerMinute) / 60000.0f);
if (hand != 13)
if (hand != MainPrimary)
ProcChance /= 2;
}