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Minor code and compiler warning fixes.
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+37
-19
@@ -1392,7 +1392,7 @@ void Mob::CalcSpellBonuses(StatBonuses* newbon)
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newbon->AggroRange = -1;
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newbon->AssistRange = -1;
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uint32 buff_count = GetMaxTotalSlots();
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int buff_count = GetMaxTotalSlots();
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for(i = 0; i < buff_count; i++) {
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if(buffs[i].spellid != SPELL_UNKNOWN){
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ApplySpellsBonuses(buffs[i].spellid, buffs[i].casterlevel, newbon, buffs[i].casterid, false, buffs[i].ticsremaining,i);
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@@ -1477,7 +1477,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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// redundant to have level check here
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if(newbon->AggroRange == -1 || effect_value < newbon->AggroRange)
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{
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newbon->AggroRange = effect_value;
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newbon->AggroRange = static_cast<float>(effect_value);
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}
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break;
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}
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@@ -1489,7 +1489,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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// take the one with less range in any case
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if(newbon->AssistRange == -1 || effect_value < newbon->AssistRange)
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{
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newbon->AssistRange = effect_value;
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newbon->AssistRange = static_cast<float>(effect_value);
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}
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break;
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}
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@@ -2808,7 +2808,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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|| ((effect_value < 0) && (newbon->AlterNPCLevel > effect_value))
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|| ((effect_value > 0) && (newbon->AlterNPCLevel < effect_value))) {
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int16 tmp_lv = GetOrigLevel() + effect_value;
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int tmp_lv = GetOrigLevel() + effect_value;
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if (tmp_lv < 1)
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tmp_lv = 1;
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else if (tmp_lv > 255)
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@@ -3092,7 +3092,7 @@ void Client::CalcItemScale() {
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bool Client::CalcItemScale(uint32 slot_x, uint32 slot_y) {
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// behavior change: 'slot_y' is now [RANGE]_END and not [RANGE]_END + 1
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bool changed = false;
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int i;
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uint32 i;
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for (i = slot_x; i <= slot_y; i++) {
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if (i == MainAmmo) // moved here from calling procedure to facilitate future range changes where MainAmmo may not be the last slot
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continue;
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@@ -3186,7 +3186,7 @@ void Client::DoItemEnterZone() {
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bool Client::DoItemEnterZone(uint32 slot_x, uint32 slot_y) {
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// behavior change: 'slot_y' is now [RANGE]_END and not [RANGE]_END + 1
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bool changed = false;
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for(int i = slot_x; i <= slot_y; i++) {
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for(uint32 i = slot_x; i <= slot_y; i++) {
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if (i == MainAmmo) // moved here from calling procedure to facilitate future range changes where MainAmmo may not be the last slot
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continue;
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@@ -3380,15 +3380,15 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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break;
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case SE_ChangeFrenzyRad:
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spellbonuses.AggroRange = effect_value;
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aabonuses.AggroRange = effect_value;
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itembonuses.AggroRange = effect_value;
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spellbonuses.AggroRange = static_cast<float>(effect_value);
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aabonuses.AggroRange = static_cast<float>(effect_value);
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itembonuses.AggroRange = static_cast<float>(effect_value);
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break;
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case SE_Harmony:
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spellbonuses.AssistRange = effect_value;
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aabonuses.AssistRange = effect_value;
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itembonuses.AssistRange = effect_value;
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spellbonuses.AssistRange = static_cast<float>(effect_value);
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aabonuses.AssistRange = static_cast<float>(effect_value);
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itembonuses.AssistRange = static_cast<float>(effect_value);
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break;
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case SE_AttackSpeed:
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@@ -4347,11 +4347,11 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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break;
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case SE_TriggerMeleeThreshold:
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spellbonuses.TriggerMeleeThreshold = effect_value;
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spellbonuses.TriggerMeleeThreshold = false;
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break;
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case SE_TriggerSpellThreshold:
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spellbonuses.TriggerSpellThreshold = effect_value;
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spellbonuses.TriggerSpellThreshold = false;
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break;
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case SE_DivineAura:
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@@ -4377,7 +4377,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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break;
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case SE_DistanceRemoval:
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spellbonuses.DistanceRemoval = effect_value;
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spellbonuses.DistanceRemoval = false;
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break;
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case SE_ImprovedTaunt:
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@@ -4480,7 +4480,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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break;
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case SE_Sanctuary:
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spellbonuses.Sanctuary = effect_value;
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spellbonuses.Sanctuary = false;
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break;
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case SE_FactionModPct:
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@@ -4496,10 +4496,28 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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break;
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case SE_IllusionPersistence:
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spellbonuses.IllusionPersistence = effect_value;
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itembonuses.IllusionPersistence = effect_value;
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aabonuses.IllusionPersistence = effect_value;
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spellbonuses.IllusionPersistence = false;
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itembonuses.IllusionPersistence = false;
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aabonuses.IllusionPersistence = false;
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break;
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case SE_SkillProcSuccess:{
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for(int e = 0; e < MAX_SKILL_PROCS; e++)
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{
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spellbonuses.SkillProcSuccess[e] = effect_value;
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itembonuses.SkillProcSuccess[e] = effect_value;
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aabonuses.SkillProcSuccess[e] = effect_value;
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}
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}
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case SE_SkillProc:{
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for(int e = 0; e < MAX_SKILL_PROCS; e++)
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{
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spellbonuses.SkillProc[e] = effect_value;
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itembonuses.SkillProc[e] = effect_value;
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aabonuses.SkillProc[e] = effect_value;
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}
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}
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}
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}
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}
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