Fix compilation errors: Update SE_ macros to SpellEffect enums

This commit is contained in:
Vayle 2025-11-20 16:38:30 -05:00
parent bcaae11212
commit f93e0f78c8

View File

@ -544,7 +544,7 @@ void Client::ReapplyBuff(uint32 index, bool from_suppress)
for (int x1 = 0; x1 < EFFECT_COUNT; x1++) {
switch (spell.effect_id[x1]) {
case SE_Illusion: {
case SpellEffect::Illusion: {
if (GetIllusionBlock()) {
break;
}
@ -555,41 +555,41 @@ void Client::ReapplyBuff(uint32 index, bool from_suppress)
}
break;
}
case SE_SummonHorse: {
case SpellEffect::SummonHorse: {
if (!from_suppress && (RuleB(Character, PreventMountsFromZoning) || !zone->CanCastOutdoor())) {
BuffFadeByEffect(SE_SummonHorse);
BuffFadeByEffect(SpellEffect::SummonHorse);
} else {
SummonHorse(buffs[index].spellid);
}
break;
}
case SE_Silence:
case SpellEffect::Silence:
{
Silence(true);
break;
}
case SE_Amnesia:
case SpellEffect::Amnesia:
{
Amnesia(true);
break;
}
case SE_DivineAura:
case SpellEffect::DivineAura:
{
invulnerable = true;
break;
}
case SE_Invisibility2:
case SE_Invisibility:
case SpellEffect::Invisibility2:
case SpellEffect::Invisibility:
{
SendAppearancePacket(AppearanceType::Invisibility, Invisibility::Invisible);
break;
}
case SE_Levitate:
case SpellEffect::Levitate:
{
if (!zone->CanLevitate()) {
if (!GetGM()) {
SendAppearancePacket(AppearanceType::FlyMode, 0);
BuffFadeByEffect(SE_Levitate);
BuffFadeByEffect(SpellEffect::Levitate);
Message(Chat::Red, "You can't levitate in this zone.");
break;
}
@ -610,18 +610,18 @@ void Client::ReapplyBuff(uint32 index, bool from_suppress)
break;
}
case SE_AddMeleeProc:
case SE_WeaponProc:
case SpellEffect::AddMeleeProc:
case SpellEffect::WeaponProc:
{
AddProcToWeapon(GetProcID(buffs[index].spellid, x1), false, 100 + spells[buffs[index].spellid].limit_value[x1], buffs[index].spellid, buffs[index].casterlevel, GetSpellProcLimitTimer(buffs[index].spellid, ProcType::MELEE_PROC));
break;
}
case SE_DefensiveProc:
case SpellEffect::DefensiveProc:
{
AddDefensiveProc(GetProcID(buffs[index].spellid, x1), 100 + spells[buffs[index].spellid].limit_value[x1], buffs[index].spellid, GetSpellProcLimitTimer(buffs[index].spellid, ProcType::DEFENSIVE_PROC));
break;
}
case SE_RangedProc:
case SpellEffect::RangedProc:
{
AddRangedProc(GetProcID(buffs[index].spellid, x1), 100 + spells[buffs[index].spellid].limit_value[x1], buffs[index].spellid, GetSpellProcLimitTimer(buffs[index].spellid, ProcType::RANGED_PROC));
break;