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Minor style fixes
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parent
5c13f51042
commit
04e7f1c9cb
1 changed files with 18 additions and 19 deletions
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@ -664,7 +664,7 @@ void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint16_t actionId, u
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uint64_t param2, Entity::Actor& pTarget )
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{
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if ( isPlayer() )
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if( isPlayer() )
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{
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getAsPlayer()->sendDebug( std::to_string( pTarget.getId() ) );
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getAsPlayer()->sendDebug( "Handle script skill type: " + std::to_string( type ) );
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@ -686,7 +686,7 @@ void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint16_t actionId, u
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effectPacket.data().effectTarget = pTarget.getId();
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// Todo: for each actor, calculate how much damage the calculated value should deal to them - 2-step damage calc. we only have 1-step
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switch ( type )
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switch( type )
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{
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case ActionEffectType::Damage:
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@ -696,7 +696,7 @@ void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint16_t actionId, u
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effectPacket.data().effects[0].hitSeverity = ActionHitSeverityType::NormalDamage;
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effectPacket.data().effects[0].unknown_3 = 7;
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if ( !actionInfoPtr->is_aoe )
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if( !actionInfoPtr->is_aoe )
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{
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// If action on this specific target is valid...
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if ( isPlayer() && !ActionCollision::isActorApplicable( pTarget.shared_from_this(), TargetFilter::Enemies ) )
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@ -716,7 +716,7 @@ void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint16_t actionId, u
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auto actorsCollided = ActionCollision::getActorsHitFromAction( pTarget.getPos(), getInRangeActors( true ),
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actionInfoPtr, TargetFilter::Enemies );
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for ( const auto& pHitActor : actorsCollided )
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for( const auto& pHitActor : actorsCollided )
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{
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effectPacket.data().targetId = pHitActor->getId();
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effectPacket.data().effectTarget = pHitActor->getId();
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@ -733,9 +733,8 @@ void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint16_t actionId, u
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// Debug
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if ( isPlayer() )
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{
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if ( pHitActor->isPlayer() ) {
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if ( pHitActor->isPlayer() )
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getAsPlayer()->sendDebug( "AoE hit actor " + std::to_string( pHitActor->getId() ) + " (" + pHitActor->getName() + ")" );
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}
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else
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getAsPlayer()->sendDebug( "AoE hit actor " + std::to_string( pHitActor->getId() ) );
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}
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@ -753,9 +752,9 @@ void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint16_t actionId, u
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effectPacket.data().effects[0].effectType = ActionEffectType::Heal;
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effectPacket.data().effects[0].hitSeverity = ActionHitSeverityType::NormalHeal;
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if ( !actionInfoPtr->is_aoe )
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if( !actionInfoPtr->is_aoe )
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{
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if ( isPlayer() && !ActionCollision::isActorApplicable( pTarget.shared_from_this(), TargetFilter::Allies ) )
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if( isPlayer() && !ActionCollision::isActorApplicable( pTarget.shared_from_this(), TargetFilter::Allies ) )
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break;
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sendToInRangeSet( effectPacket, true );
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@ -769,7 +768,7 @@ void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint16_t actionId, u
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auto actorsCollided = ActionCollision::getActorsHitFromAction( pTarget.getPos(), getInRangeActors( true ),
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actionInfoPtr, TargetFilter::Allies );
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for ( auto pHitActor : actorsCollided )
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for( auto pHitActor : actorsCollided )
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{
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effectPacket.data().targetId = pTarget.getId();
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effectPacket.data().effectTarget = pHitActor->getId();
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@ -778,11 +777,10 @@ void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint16_t actionId, u
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pHitActor->heal( calculatedHeal );
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// Debug
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if ( isPlayer() )
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if( isPlayer() )
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{
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if ( pHitActor->isPlayer() ) {
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if( pHitActor->isPlayer() )
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getAsPlayer()->sendDebug( "AoE hit actor " + std::to_string( pHitActor->getId() ) + " (" + pHitActor->getName() + ")" );
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}
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else
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getAsPlayer()->sendDebug( "AoE hit actor " + std::to_string( pHitActor->getId() ) );
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}
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@ -837,13 +835,14 @@ void Core::Entity::Actor::addStatusEffectById( uint32_t id, int32_t duration, En
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/*! \param StatusEffectPtr to be applied to the actor */
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void Core::Entity::Actor::addStatusEffectByIdIfNotExist( uint32_t id, int32_t duration, Entity::Actor& pSource, uint16_t param )
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{
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if( !hasStatusEffect( id ) )
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{
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StatusEffect::StatusEffectPtr effect( new StatusEffect::StatusEffect( id, pSource.shared_from_this(),
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shared_from_this(), duration, 3000 ) );
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effect->setParam( param );
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addStatusEffect( effect );
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}
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if( hasStatusEffect( id ) )
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return;
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StatusEffect::StatusEffectPtr effect( new StatusEffect::StatusEffect( id, pSource.shared_from_this(),
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shared_from_this(), duration, 3000 ) );
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effect->setParam( param );
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addStatusEffect( effect );
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}
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float Core::Entity::Actor::getRotation() const
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