diff --git a/zone/beacon.cpp b/zone/beacon.cpp index 8736f032a..006d0e1ff 100644 --- a/zone/beacon.cpp +++ b/zone/beacon.cpp @@ -140,11 +140,8 @@ bool Beacon::Process() if (caster && spell_iterations-- && max_targets) { // NPCs should never be affected by an AE they cast. PB AEs shouldn't affect caster either // I don't think any other cases that get here matter - const bool affect_caster = ( - !caster->IsNPC() && - !caster->IsAIControlled() && - spells[spell_id].target_type != ST_AECaster - ); + const bool affect_caster = (!caster->IsNPC() && !caster->IsAIControlled()) && + spells[spell_id].target_type != ST_AECaster; entity_list.AESpell(caster, this, spell_id, affect_caster, resist_adjust, &max_targets); } else { // spell is done casting, or caster disappeared @@ -172,7 +169,8 @@ void Beacon::AELocationSpell(Mob *caster, uint16 cast_spell_id, int16 in_resist_ caster_id = caster->GetID(); spell_id = cast_spell_id; resist_adjust = in_resist_adjust; - spell_iterations = ((spells[spell_id].aoe_duration / 2500) < 1) ? 1 : spell_iterations; + spell_iterations = spells[spell_id].aoe_duration / 2500; + spell_iterations = spell_iterations < 1 ? 1 : spell_iterations; // at least 1 if (spells[spell_id].aoe_max_targets) { max_targets = spells[spell_id].aoe_max_targets;