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synced 2026-05-17 03:08:26 +00:00
tabbify and cleaned up std issues and min/max problems.
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+6
-6
@@ -1476,7 +1476,7 @@ void Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillType attack_
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if (killerMob != nullptr)
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{
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if (killerMob->IsNPC()) {
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parse->EventNPC(EVENT_SLAY, killerMob->CastToNPC(), this, "", 0);
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parse->EventNPC(EVENT_SLAY, killerMob->CastToNPC(), this, "", 0);
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mod_client_death_npc(killerMob);
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@@ -2124,7 +2124,7 @@ void NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillType attack_ski
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/* Send the EVENT_KILLED_MERIT event for all raid members */
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for (int i = 0; i < MAX_RAID_MEMBERS; i++) {
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if (kr->members[i].member != nullptr) { // If Group Member is Client
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parse->EventNPC(EVENT_KILLED_MERIT, this, kr->members[i].member, "killed", 0);
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parse->EventNPC(EVENT_KILLED_MERIT, this, kr->members[i].member, "killed", 0);
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mod_npc_killed_merit(kr->members[i].member);
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@@ -2167,7 +2167,7 @@ void NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillType attack_ski
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for (int i = 0; i < MAX_GROUP_MEMBERS; i++) {
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if (kg->members[i] != nullptr && kg->members[i]->IsClient()) { // If Group Member is Client
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Client *c = kg->members[i]->CastToClient();
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parse->EventNPC(EVENT_KILLED_MERIT, this, c, "killed", 0);
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parse->EventNPC(EVENT_KILLED_MERIT, this, c, "killed", 0);
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mod_npc_killed_merit(c);
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@@ -2214,7 +2214,7 @@ void NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillType attack_ski
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}
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}
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/* Send the EVENT_KILLED_MERIT event */
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parse->EventNPC(EVENT_KILLED_MERIT, this, give_exp_client, "killed", 0);
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parse->EventNPC(EVENT_KILLED_MERIT, this, give_exp_client, "killed", 0);
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mod_npc_killed_merit(give_exp_client);
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@@ -2347,7 +2347,7 @@ void NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillType attack_ski
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// Parse quests even if we're killed by an NPC
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if(killerMob) {
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Mob *oos = killerMob->GetOwnerOrSelf();
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parse->EventNPC(EVENT_DEATH, this, oos, "", 0);
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parse->EventNPC(EVENT_DEATH, this, oos, "", 0);
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mod_npc_killed(oos);
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@@ -4234,7 +4234,7 @@ void Mob::ApplyMeleeDamageBonus(uint16 skill, int32 &damage){
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if(!RuleB(Combat, UseIntervalAC)){
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if(IsNPC()){ //across the board NPC damage bonuses.
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//only account for STR here, assume their base STR was factored into their DB damages
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//only account for STR here, assume their base STR was factored into their DB damages
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int dmgbonusmod = 0;
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dmgbonusmod += (100*(itembonuses.STR + spellbonuses.STR))/3;
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dmgbonusmod += (100*(spellbonuses.ATK + itembonuses.ATK))/5;
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