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Definition clean-up
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@@ -219,7 +219,9 @@ namespace EQEmu
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const char *GetStanceName(StanceType stance_type);
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int ConvertStanceTypeToIndex(StanceType stance_type);
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const size_t STANCE_TYPE_MAX = stanceBurnAE;
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const int STANCE_TYPE_FIRST = stancePassive;
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const int STANCE_TYPE_LAST = stanceBurnAE;
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const int STANCE_TYPE_COUNT = stanceBurnAE;
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} /*constants*/
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+8
-8
@@ -68,16 +68,16 @@ enum SpellTypes : uint32
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SpellType_InCombatBuffSong = (1 << 18), // bard in-combat group/ae buffs
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SpellType_OutOfCombatBuffSong = (1 << 19), // bard out-of-combat group/ae buffs
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SpellType_PreCombatBuff = (1 << 20),
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SpellType_PreCombatBuffSong = (1 << 21),
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SpellTypes_Detrimental = (SpellType_Nuke | SpellType_Root | SpellType_Lifetap | SpellType_Snare | SpellType_DOT | SpellType_Dispel | SpellType_Mez | SpellType_Charm | SpellType_Debuff | SpellType_Slow),
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SpellTypes_Beneficial = (SpellType_Heal | SpellType_Buff | SpellType_Escape | SpellType_Pet | SpellType_InCombatBuff | SpellType_Cure | SpellType_HateRedux | SpellType_InCombatBuffSong | SpellType_OutOfCombatBuffSong | SpellType_PreCombatBuff | SpellType_PreCombatBuffSong),
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SpellTypes_Innate = (SpellType_Nuke | SpellType_Lifetap | SpellType_DOT | SpellType_Dispel | SpellType_Mez | SpellType_Slow | SpellType_Debuff | SpellType_Charm | SpellType_Root),
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SpellType_Any = 0xFFFFFFFF
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SpellType_PreCombatBuffSong = (1 << 21)
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};
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const uint32 SPELL_TYPE_MIN = (SpellType_Nuke << 1) - 1;
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const uint32 SPELL_TYPE_MAX = (SpellType_PreCombatBuffSong << 1) - 1;
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const uint32 SPELL_TYPE_ANY = 0xFFFFFFFF;
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const uint32 SPELL_TYPES_DETRIMENTAL = (SpellType_Nuke | SpellType_Root | SpellType_Lifetap | SpellType_Snare | SpellType_DOT | SpellType_Dispel | SpellType_Mez | SpellType_Charm | SpellType_Debuff | SpellType_Slow);
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const uint32 SPELL_TYPES_BENEFICIAL = (SpellType_Heal | SpellType_Buff | SpellType_Escape | SpellType_Pet | SpellType_InCombatBuff | SpellType_Cure | SpellType_HateRedux | SpellType_InCombatBuffSong | SpellType_OutOfCombatBuffSong | SpellType_PreCombatBuff | SpellType_PreCombatBuffSong);
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const uint32 SPELL_TYPES_INNATE = (SpellType_Nuke | SpellType_Lifetap | SpellType_DOT | SpellType_Dispel | SpellType_Mez | SpellType_Slow | SpellType_Debuff | SpellType_Charm | SpellType_Root);
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// These should not be used to determine spell category..
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// They are a graphical affects (effects?) index only
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