fix: Optimizes redundant spell damage logic
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0f41a3d1b1
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27df6344d9
1 changed files with 14 additions and 26 deletions
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@ -1130,32 +1130,20 @@ namespace Server.Spells
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protected override void OnTick()
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{
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var bcFrom = m_From as BaseCreature;
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var bcTarg = m_Target as BaseCreature;
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if (m_Target != null)
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{
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bcFrom?.AlterSpellDamageTo(m_Target, ref m_Damage);
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}
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if (m_From != null)
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{
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bcTarg?.AlterSpellDamageFrom(m_From, ref m_Damage);
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}
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StaminaSystem.DFA = m_DFA;
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var damageGiven = AOS.Damage(m_Target, m_From, m_Damage, m_Phys, m_Fire, m_Cold, m_Pois, m_Nrgy, m_Chaos);
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StaminaSystem.DFA = DFAlgorithm.Standard;
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bcFrom?.OnDamageSpell(m_Target, damageGiven);
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if (m_From != null)
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{
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bcTarg?.OnHarmfulSpell(m_From);
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bcTarg?.OnDamagedBySpell(m_From, damageGiven);
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}
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Damage(
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m_Spell,
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TimeSpan.Zero,
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m_Target,
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m_From,
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m_Damage,
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m_Phys,
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m_Fire,
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m_Cold,
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m_Pois,
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m_Nrgy,
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m_Chaos,
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m_DFA
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);
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m_Spell?.RemoveDelayedDamageContext(m_Target);
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}
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