fix: More spell variable cleanup (#850)

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Kamron Batman 2021-11-14 18:48:44 -08:00 • committed by GitHub
parent 5df7bf6a75
commit 15b2d08ea2
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GPG key ID: 4AEE18F83AFDEB23
35 changed files with 162 additions and 162 deletions

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@ -15,7 +15,7 @@ namespace Server.Spells.Second
Reagent.SulfurousAsh
);
private static readonly Dictionary<Mobile, Tuple<ResistanceMod, DefaultSkillMod>> m_Table =
private static readonly Dictionary<Mobile, Tuple<ResistanceMod, DefaultSkillMod>> _table =
new();
public ProtectionSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
@ -60,7 +60,7 @@ namespace Server.Spells.Second
* even after dying<EFBFBD>until you <EFBFBD>turn them off<EFBFBD> by casting them again.
*/
if (m_Table.Remove(target, out var mods))
if (_table.Remove(target, out var mods))
{
target.PlaySound(0x1ED);
target.FixedParticles(0x375A, 9, 20, 5016, EffectLayer.Waist);
@ -89,7 +89,7 @@ namespace Server.Spells.Second
)
);
m_Table[target] = mods;
_table[target] = mods;
Registry[target] = 1000; // 100.0% protection from disruption
target.AddResistanceMod(mods.Item1);
@ -104,7 +104,7 @@ namespace Server.Spells.Second
public static void EndProtection(Mobile m)
{
if (!m_Table.Remove(m, out var mods))
if (!_table.Remove(m, out var mods))
{
return;
}