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Renamed struct EQEmu::ItemBase to EQEmu::ItemData and class ItemInst to EQEmu::ItemInstance
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+4
-4
@@ -587,7 +587,7 @@ int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
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if (!other)
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return 0;
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ItemInst* weapon;
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EQEmu::ItemInstance* weapon;
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weapon = GetInv().GetItem(EQEmu::legacy::SlotPrimary);
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if(weapon != nullptr) {
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@@ -630,7 +630,7 @@ int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
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if (Hand == EQEmu::legacy::SlotPrimary && GetLevel() >= 28 && IsWarriorClass())
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{
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ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemBase*) nullptr);
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ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemData*) nullptr);
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min_hit += (int) ucDamageBonus;
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max_hit += (int) ucDamageBonus;
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@@ -661,7 +661,7 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
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EQEmu::skills::SkillType skillinuse = EQEmu::skills::SkillHandtoHand;
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if (attacker->IsClient())
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{//Will check first equiped weapon for skill. Ie. remove wepaons to assess bow.
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ItemInst* weapon;
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EQEmu::ItemInstance* weapon;
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weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotPrimary);
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if(weapon && weapon->IsWeapon()){
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@@ -741,7 +741,7 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
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EQEmu::skills::SkillType skillinuse = EQEmu::skills::SkillHandtoHand;
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if (attacker->IsClient())
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{//Will check first equiped weapon for skill. Ie. remove wepaons to assess bow.
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ItemInst* weapon;
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EQEmu::ItemInstance* weapon;
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weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotPrimary);
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if(weapon && weapon->IsWeapon()){
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