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Added IsBuffSpell(spell_id). This will return true if the spell would end up having a duration, which will mean it would end up in one of the many buff windows on the client. This just makes sure the spell has a buffduration or buffdurationformula, which means the calculation will return a duration
Replaced all instances of CalcBuffDuration being used to determine if a spell was a buff with IsBuffSpell Removed Mob::HasBuffIcon since it does the same thing IsBuffSpell does in a more convoluted way and had a rather missing leading name Fixed issues that arose from the 10/03/2013 changes
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@@ -82,7 +82,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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if(c_override)
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{
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int durat = CalcBuffDuration(caster, this, spell_id, caster_level);
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if((durat-1) > 0)
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if(durat > 0)
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{
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buffslot = AddBuff(caster, spell_id, durat, caster_level);
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if(buffslot == -1) // stacking failure
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@@ -95,7 +95,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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}
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else
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{
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if((CalcBuffDuration(caster,this,spell_id)-1) > 0){
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if(IsBuffSpell(spell_id)){
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if(IsEffectInSpell(spell_id, SE_BindSight))
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{
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if(caster)
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