cleanup: Fixes bugs and cleans up code (#660)
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1de0b656a9
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99 changed files with 160 additions and 346 deletions
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@ -1847,24 +1847,24 @@ namespace Server.Items
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}
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AddBlood(attacker, defender, damage);
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int phys, fire, cold, pois, nrgy, chaos, direct;
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GetDamageTypes(
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attacker,
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out var phys,
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out var fire,
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out var cold,
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out var pois,
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out var nrgy,
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out var chaos,
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out var direct
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);
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if (Core.ML && this is BaseRanged)
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if (Core.ML && this is BaseRanged && attacker.FindItemOnLayer(Layer.Cloak) is BaseQuiver quiver)
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{
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if (attacker.FindItemOnLayer(Layer.Cloak) is BaseQuiver quiver)
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{
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quiver.AlterBowDamage(ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct);
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}
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quiver.AlterBowDamage(out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);
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}
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else
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{
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GetDamageTypes(
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attacker,
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out phys,
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out fire,
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out cold,
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out pois,
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out nrgy,
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out chaos,
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out direct
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);
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}
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if (Consecrated)
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@ -1930,8 +1930,6 @@ namespace Server.Items
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ImmolatingWeaponSpell.DoEffect(this, defender);
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}
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var damageGiven = damage;
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if (a?.OnBeforeDamage(attacker, defender) == false)
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{
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WeaponAbility.ClearCurrentAbility(attacker);
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@ -1946,7 +1944,7 @@ namespace Server.Items
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var ignoreArmor = a is ArmorIgnore || move?.IgnoreArmor(attacker) == true;
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damageGiven = AOS.Damage(
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var damageGiven = AOS.Damage(
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defender,
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attacker,
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damage,
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