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Spell Projectiles have been revamped to use new system.
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+5
-12
@@ -237,8 +237,7 @@ public:
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uint16 CastingSpellID() const { return casting_spell_id; }
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bool DoCastingChecks();
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bool TryDispel(uint8 caster_level, uint8 buff_level, int level_modifier);
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void SpellProjectileEffect();
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bool TrySpellProjectile(Mob* spell_target, uint16 spell_id);
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bool TrySpellProjectile(Mob* spell_target, uint16 spell_id, float speed = 1.5f);
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void ResourceTap(int32 damage, uint16 spell_id);
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void TryTriggerThreshHold(int32 damage, int effect_id, Mob* attacker);
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bool CheckSpellCategory(uint16 spell_id, int category_id, int effect_id);
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@@ -729,10 +728,10 @@ public:
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int32 ReduceAllDamage(int32 damage);
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virtual void DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance=false, bool CanAvoid=true);
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virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const Item_Struct* AmmoItem=nullptr, uint16 weapon_damage=0, int16 chance_mod=0,int16 focus=0, int ReuseTime=0, uint32 range_id=0, int AmmoSlot=0);
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virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const Item_Struct* AmmoItem=nullptr, uint16 weapon_damage=0, int16 chance_mod=0,int16 focus=0, int ReuseTime=0, uint32 range_id=0, int AmmoSlot=0, float speed = 4.0f);
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virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false, int ReuseTime=0);
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virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0, int ReuseTime=0, uint32 range_id=0, uint32 ammo_id=0, const Item_Struct *AmmoItem=nullptr, int AmmoSlot=0);
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bool TryProjectileAttack(Mob* other, const Item_Struct *item, SkillUseTypes skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo, int AmmoSlot);
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virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0, int ReuseTime=0, uint32 range_id=0, uint32 ammo_id=0, const Item_Struct *AmmoItem=nullptr, int AmmoSlot=0, float speed= 4.0f);
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bool TryProjectileAttack(Mob* other, const Item_Struct *item, SkillUseTypes skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo, int AmmoSlot, float speed);
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void ProjectileAttack();
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inline bool HasProjectileAttack() const { return ActiveProjectileATK; }
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inline void SetProjectileAttack(bool value) { ActiveProjectileATK = value; }
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@@ -851,7 +850,7 @@ public:
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// HP Event
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inline int GetNextHPEvent() const { return nexthpevent; }
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void SetNextHPEvent( int hpevent );
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void SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skillInUse);
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void SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skillInUse, float velocity= 4.0);
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inline int& GetNextIncHPEvent() { return nextinchpevent; }
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void SetNextIncHPEvent( int inchpevent );
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@@ -1101,12 +1100,6 @@ protected:
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uint8 bardsong_slot;
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uint32 bardsong_target_id;
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Timer projectile_timer;
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uint32 projectile_spell_id[MAX_SPELL_PROJECTILE];
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uint16 projectile_target_id[MAX_SPELL_PROJECTILE];
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uint8 projectile_increment[MAX_SPELL_PROJECTILE];
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float projectile_x[MAX_SPELL_PROJECTILE], projectile_y[MAX_SPELL_PROJECTILE], projectile_z[MAX_SPELL_PROJECTILE];
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bool ActiveProjectileATK;
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tProjatk ProjectileAtk[MAX_SPELL_PROJECTILE];
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