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
+27 -29
View File
@@ -651,27 +651,28 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
group_id_caster = (GetRaid()->GetGroup(CastToClient()) == 0xFFFF) ? 0 : (GetRaid()->GetGroup(CastToClient()) + 1);
}
}
if(group_id_caster){
Group *g = entity_list.GetGroupByID(group_id_caster);
uint32 time = spell.base[i]*10;
if(g){
for(int gi=0; gi < 6; gi++){
if(g->members[gi] && g->members[gi]->IsClient())
{
g->members[gi]->CastToClient()->EnableAAEffect(aaEffectWarcry , time);
if (g->members[gi]->GetID() != caster->GetID())
g->members[gi]->Message(13, "You hear the war cry.");
else
Message(13, "You let loose a fierce war cry.");
}
}
}
}
else{
CastToClient()->EnableAAEffect(aaEffectWarcry , time);
Message(13, "You let loose a fierce war cry.");
}
//old aa
//if(group_id_caster){
// Group *g = entity_list.GetGroupByID(group_id_caster);
// uint32 time = spell.base[i]*10;
// if(g){
// for(int gi=0; gi < 6; gi++){
// if(g->members[gi] && g->members[gi]->IsClient())
// {
// g->members[gi]->CastToClient()->EnableAAEffect(aaEffectWarcry , time);
// if (g->members[gi]->GetID() != caster->GetID())
// g->members[gi]->Message(13, "You hear the war cry.");
// else
// Message(13, "You let loose a fierce war cry.");
// }
// }
// }
//}
//
//else{
// CastToClient()->EnableAAEffect(aaEffectWarcry , time);
// Message(13, "You let loose a fierce war cry.");
//}
break;
}
@@ -2232,12 +2233,14 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
case SE_AEMelee:
{
//old aa
#ifdef SPELL_EFFECT_SPAM
snprintf(effect_desc, _EDLEN, "Duration Rampage");
#endif
if (caster && caster->IsClient()) { // will tidy this up later so that NPCs can duration ramp from spells too
CastToClient()->DurationRampage(effect_value*12);
}
//if (caster && caster->IsClient()) { // will tidy this up later so that NPCs can duration ramp from spells too
// CastToClient()->DurationRampage(effect_value*12);
//}
break;
}
@@ -3435,11 +3438,6 @@ void Mob::DoBuffTic(const Buffs_Struct &buff, int slot, Mob *caster)
}
}
// Check for non buff spell effects to fade
// AE melee effects
if (IsClient())
CastToClient()->CheckAAEffect(aaEffectRampage);
for (int i = 0; i < EFFECT_COUNT; i++) {
if (IsBlankSpellEffect(buff.spellid, i))
continue;