Removing old code, need to reimplement warcry and rampage still at least

This commit is contained in:
KimLS
2015-06-16 12:33:14 -07:00
parent 1b088b7157
commit d3280c9676
8 changed files with 65 additions and 141 deletions
-51
View File
@@ -440,48 +440,6 @@ void Mob::WakeTheDead(uint16 spell_id, Mob *target, uint32 duration)
target->AddToHateList(this, 1, 0);
}
//turn on an AA effect
//duration == 0 means no time limit, used for one-shot deals, etc..
void Client::EnableAAEffect(aaEffectType type, uint32 duration) {
if(type > _maxaaEffectType)
return; //for now, special logic needed.
m_epp.aa_effects |= 1 << (type-1);
if(duration > 0) {
p_timers.Start(pTimerAAEffectStart + type, duration);
} else {
p_timers.Clear(&database, pTimerAAEffectStart + type);
}
}
void Client::DisableAAEffect(aaEffectType type) {
if(type > _maxaaEffectType)
return; //for now, special logic needed.
uint32 bit = 1 << (type-1);
if(m_epp.aa_effects & bit) {
m_epp.aa_effects ^= bit;
}
p_timers.Clear(&database, pTimerAAEffectStart + type);
}
/*
By default an AA effect is a one shot deal, unless
a duration timer is set.
*/
bool Client::CheckAAEffect(aaEffectType type) {
if(type > _maxaaEffectType)
return(false); //for now, special logic needed.
if(m_epp.aa_effects & (1 << (type-1))) { //is effect enabled?
//has our timer expired?
if(p_timers.Expired(&database, pTimerAAEffectStart + type)) {
DisableAAEffect(type);
return(false);
}
return(true);
}
return(false);
}
void Client::ResetAA() {
RefundAA();
uint32 i;
@@ -788,14 +746,6 @@ void Client::InspectBuffs(Client* Inspector, int Rank)
Inspector->FastQueuePacket(&outapp);
}
void Client::DurationRampage(uint32 duration)
{
if(duration) {
m_epp.aa_effects |= 1 << (aaEffectRampage-1);
p_timers.Start(pTimerAAEffectStart + aaEffectRampage, duration);
}
}
void Client::RefundAA() {
int refunded = 0;
@@ -933,7 +883,6 @@ void Client::SendAlternateAdvancementRank(int aa_id, int level) {
void Client::SendAlternateAdvancementStats() {
EQApplicationPacket* outapp = new EQApplicationPacket(OP_AAExpUpdate, sizeof(AltAdvStats_Struct));
AltAdvStats_Struct *aps = (AltAdvStats_Struct *)outapp->pBuffer;
aps->experience = m_pp.expAA;
aps->experience = (uint32)(((float)330.0f * (float)m_pp.expAA) / (float)max_AAXP);
aps->unspent = m_pp.aapoints;
aps->percentage = m_epp.perAA;