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[Code Cleanup] Resharper Warnings (#2235)
* Remove unused local variable * Remove another unused variable * Correct typos and remove unused initialization * Cleanup some code in OPCharCreate * Remove unused function in client.cpp and undefined declaration. Also the function potentially had a null pointer dereference according to Visual Studio.
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@ -1490,14 +1490,6 @@ void Client::TellClientZoneUnavailable() {
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autobootup_timeout.Disable();
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}
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bool Client::GenPassKey(char* key) {
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char* passKey=nullptr;
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*passKey += ((char)('A'+((int)emu_random.Int(0, 25))));
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*passKey += ((char)('A'+((int)emu_random.Int(0, 25))));
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memcpy(key, passKey, strlen(passKey));
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return true;
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}
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void Client::QueuePacket(const EQApplicationPacket* app, bool ack_req) {
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LogNetcode("Sending EQApplicationPacket OpCode {:#04x}", app->GetOpcode());
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@ -1571,7 +1563,6 @@ void Client::SendApproveWorld()
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bool Client::OPCharCreate(char *name, CharCreate_Struct *cc)
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{
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PlayerProfile_Struct pp;
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ExtendedProfile_Struct ext;
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EQ::InventoryProfile inv;
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pp.SetPlayerProfileVersion(EQ::versions::ConvertClientVersionToMobVersion(EQ::versions::ConvertClientVersionBitToClientVersion(m_ClientVersionBit)));
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@ -1579,9 +1570,7 @@ bool Client::OPCharCreate(char *name, CharCreate_Struct *cc)
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inv.SetGMInventory(false); // character cannot have gm flag at this point
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time_t bday = time(nullptr);
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char startzone[50]={0};
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uint32 i;
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struct in_addr in;
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in_addr in;
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int stats_sum = cc->STR + cc->STA + cc->AGI + cc->DEX + cc->WIS + cc->INT + cc->CHA;
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@ -1660,8 +1649,8 @@ bool Client::OPCharCreate(char *name, CharCreate_Struct *cc)
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memset(pp.spell_book, 0xFF, (sizeof(uint32) * EQ::spells::SPELLBOOK_SIZE));
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memset(pp.mem_spells, 0xFF, (sizeof(uint32) * EQ::spells::SPELL_GEM_COUNT));
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for(i = 0; i < BUFF_COUNT; i++)
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pp.buffs[i].spellid = 0xFFFF;
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for (auto& buff : pp.buffs)
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buff.spellid = 0xFFFF;
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/* If server is PVP by default, make all character set to it. */
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pp.pvp = database.GetServerType() == 1 ? 1 : 0;
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@ -1782,7 +1771,6 @@ bool CheckCharCreateInfoSoF(CharCreate_Struct *cc)
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return false;
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}
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uint32 max_stats = 0;
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uint32 allocs = character_create_allocations.size();
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RaceClassAllocation allocation = {0};
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found = false;
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@ -1799,7 +1787,7 @@ bool CheckCharCreateInfoSoF(CharCreate_Struct *cc)
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return false;
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}
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max_stats = allocation.DefaultPointAllocation[0] +
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uint32 max_stats = allocation.DefaultPointAllocation[0] +
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allocation.DefaultPointAllocation[1] +
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allocation.DefaultPointAllocation[2] +
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allocation.DefaultPointAllocation[3] +
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@ -39,7 +39,6 @@ public:
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~Client();
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bool Process();
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void ReceiveData(uchar* buf, int len);
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void SendCharInfo();
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void SendMaxCharCreate();
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void SendMembership();
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@ -54,7 +53,6 @@ public:
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void SendLogServer();
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void SendApproveWorld();
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void SendPostEnterWorld();
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bool GenPassKey(char* key);
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inline uint32 GetIP() { return ip; }
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inline uint16 GetPort() { return port; }
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@ -5531,7 +5531,6 @@ bool Client::TryReward(uint32 claim_id)
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if (free_slot == 0xFFFFFFFF)
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return false;
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char errbuf[MYSQL_ERRMSG_SIZE];
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std::string query = StringFormat("SELECT amount FROM account_rewards "
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"WHERE account_id = %i AND reward_id = %i",
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AccountID(), claim_id);
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@ -7997,7 +7996,6 @@ void Client::SetFactionLevel(uint32 char_id, uint32 npc_id, uint8 char_class, ui
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for (int i = 0; i < MAX_NPC_FACTIONS; i++) {
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int32 faction_before_hit;
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int32 faction_to_use_for_messaging;
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FactionMods fm;
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int32 this_faction_max;
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int32 this_faction_min;
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14
zone/mob.cpp
14
zone/mob.cpp
@ -4549,9 +4549,9 @@ bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
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/*The effects SE_SpellTrigger (SPA 340) and SE_Chance_Best_in_Spell_Grp (SPA 469) work as follows, you typically will have 2-3 different spells each with their own
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chance to be triggered with all chances equaling up to 100 pct, with only 1 spell out of the group being ultimately cast.
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(ie Effect1 trigger spellA with 30% chance, Effect2 triggers spellB with 20% chance, Effect3 triggers spellC with 50% chance).
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The following function ensures a stastically accurate chance for each spell to be cast based on their chance values. These effects are also used in spells where there
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The following function ensures a statistically accurate chance for each spell to be cast based on their chance values. These effects are also used in spells where there
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is only 1 effect using the trigger effect. In those situations we simply roll a chance for that spell to be cast once.
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Note: Both SPA 340 and 469 can be in same spell and both cummulative add up to 100 pct chances. SPA469 only difference being the spell cast will
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Note: Both SPA 340 and 469 can be in same spell and both cumulative add up to 100 pct chances. SPA469 only difference being the spell cast will
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be "best in spell group", instead of a defined spell_id.*/
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int chance_array[EFFECT_COUNT] = {};
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@ -4568,15 +4568,13 @@ bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
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if (total_chance == 100)
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{
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int current_chance = 0;
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int cummulative_chance = 0;
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for (int i = 0; i < EFFECT_COUNT; i++){
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//Find spells with SPA 340 and add the cummulative percent chances to the roll array
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//Find spells with SPA 340 and add the cumulative percent chances to the roll array
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if ((spells[spell_id].effect_id[i] == SE_SpellTrigger) || (spells[spell_id].effect_id[i] == SE_Chance_Best_in_Spell_Grp)){
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cummulative_chance = current_chance + spells[spell_id].base_value[i];
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chance_array[i] = cummulative_chance;
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current_chance = cummulative_chance;
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const int cumulative_chance = current_chance + spells[spell_id].base_value[i];
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chance_array[i] = cumulative_chance;
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current_chance = cumulative_chance;
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}
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}
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int random_roll = zone->random.Int(1, 100);
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