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Switched some stuff that made sense to Mob::InFrontMob
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@ -377,7 +377,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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//////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////
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// make enrage same as riposte
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// make enrage same as riposte
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/////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////
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if (IsEnraged() && !other->BehindMob(this, other->GetX(), other->GetY())) {
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if (IsEnraged() && other->InFrontMob(this, other->GetX(), other->GetY())) {
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damage = -3;
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damage = -3;
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mlog(COMBAT__DAMAGE, "I am enraged, riposting frontal attack.");
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mlog(COMBAT__DAMAGE, "I am enraged, riposting frontal attack.");
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}
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}
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@ -386,7 +386,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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// riposte
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// riposte
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/////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////
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float riposte_chance = 0.0f;
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float riposte_chance = 0.0f;
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if (CanRiposte && damage > 0 && CanThisClassRiposte() && !other->BehindMob(this, other->GetX(), other->GetY()))
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if (CanRiposte && damage > 0 && CanThisClassRiposte() && other->InFrontMob(this, other->GetX(), other->GetY()))
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{
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{
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riposte_chance = (100.0f + (float)defender->aabonuses.RiposteChance + (float)defender->spellbonuses.RiposteChance + (float)defender->itembonuses.RiposteChance) / 100.0f;
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riposte_chance = (100.0f + (float)defender->aabonuses.RiposteChance + (float)defender->spellbonuses.RiposteChance + (float)defender->itembonuses.RiposteChance) / 100.0f;
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skill = GetSkill(SkillRiposte);
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skill = GetSkill(SkillRiposte);
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@ -427,7 +427,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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}
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}
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float block_chance = 0.0f;
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float block_chance = 0.0f;
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if (damage > 0 && CanThisClassBlock() && (!other->BehindMob(this, other->GetX(), other->GetY()) || bBlockFromRear)) {
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if (damage > 0 && CanThisClassBlock() && (other->InFrontMob(this, other->GetX(), other->GetY()) || bBlockFromRear)) {
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block_chance = (100.0f + (float)spellbonuses.IncreaseBlockChance + (float)itembonuses.IncreaseBlockChance) / 100.0f;
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block_chance = (100.0f + (float)spellbonuses.IncreaseBlockChance + (float)itembonuses.IncreaseBlockChance) / 100.0f;
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skill = CastToClient()->GetSkill(SkillBlock);
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skill = CastToClient()->GetSkill(SkillBlock);
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if (IsClient()) {
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if (IsClient()) {
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@ -445,7 +445,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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}
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}
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if(damage > 0 && HasShieldEquiped() && (aabonuses.ShieldBlock || spellbonuses.ShieldBlock || itembonuses.ShieldBlock)
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if(damage > 0 && HasShieldEquiped() && (aabonuses.ShieldBlock || spellbonuses.ShieldBlock || itembonuses.ShieldBlock)
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&& (!other->BehindMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
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&& (other->InFrontMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
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float bonusShieldBlock = 0.0f;
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float bonusShieldBlock = 0.0f;
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bonusShieldBlock = aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock;
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bonusShieldBlock = aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock;
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@ -453,7 +453,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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}
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}
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if(damage > 0 && (aabonuses.TwoHandBluntBlock || spellbonuses.TwoHandBluntBlock || itembonuses.TwoHandBluntBlock)
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if(damage > 0 && (aabonuses.TwoHandBluntBlock || spellbonuses.TwoHandBluntBlock || itembonuses.TwoHandBluntBlock)
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&& (!other->BehindMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
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&& (other->InFrontMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
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bool equiped2 = CastToClient()->m_inv.GetItem(13);
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bool equiped2 = CastToClient()->m_inv.GetItem(13);
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if(equiped2) {
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if(equiped2) {
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uint8 TwoHandBlunt = CastToClient()->m_inv.GetItem(13)->GetItem()->ItemType;
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uint8 TwoHandBlunt = CastToClient()->m_inv.GetItem(13)->GetItem()->ItemType;
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@ -470,7 +470,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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// parry
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// parry
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//////////////////////////////////////////////////////
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//////////////////////////////////////////////////////
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float parry_chance = 0.0f;
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float parry_chance = 0.0f;
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if (damage > 0 && CanThisClassParry() && !other->BehindMob(this, other->GetX(), other->GetY()))
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if (damage > 0 && CanThisClassParry() && other->InFrontMob(this, other->GetX(), other->GetY()))
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{
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{
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parry_chance = (100.0f + (float)defender->spellbonuses.ParryChance + (float)defender->itembonuses.ParryChance) / 100.0f;
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parry_chance = (100.0f + (float)defender->spellbonuses.ParryChance + (float)defender->itembonuses.ParryChance) / 100.0f;
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skill = CastToClient()->GetSkill(SkillParry);
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skill = CastToClient()->GetSkill(SkillParry);
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@ -493,7 +493,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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// dodge
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// dodge
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////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////
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float dodge_chance = 0.0f;
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float dodge_chance = 0.0f;
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if (damage > 0 && CanThisClassDodge() && !other->BehindMob(this, other->GetX(), other->GetY()))
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if (damage > 0 && CanThisClassDodge() && other->InFrontMob(this, other->GetX(), other->GetY()))
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{
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{
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dodge_chance = (100.0f + (float)defender->spellbonuses.DodgeChance + (float)defender->itembonuses.DodgeChance) / 100.0f;
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dodge_chance = (100.0f + (float)defender->spellbonuses.DodgeChance + (float)defender->itembonuses.DodgeChance) / 100.0f;
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skill = CastToClient()->GetSkill(SkillDodge);
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skill = CastToClient()->GetSkill(SkillDodge);
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