adjust effect enum names and add missing ones
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d7e2acbba4
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db1fabd9c4
@ -830,7 +830,7 @@ void TCombat::DistanceAttack(TCreature *Target){
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int Damage = ComputeDamage(Master, 0, EffectStrength, EffectStrength);
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TDamageImpact Impact(Master, DAMAGE_PHYSICAL, Damage, false);
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CircleShapeSpell(Master, DropX, DropY, DropZ, INT_MAX,
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ANIMATION_NONE, 2, &Impact, EFFECT_FIRE);
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ANIMATION_NONE, 2, &Impact, EFFECT_FIRE_BURST);
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}
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try{
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@ -694,7 +694,7 @@ int TCreature::Damage(TCreature *Attacker, int Damage, int DamageType){
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break;
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}
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case BT_FIRE:{
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HitEffect = EFFECT_FIRE_HIT;
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HitEffect = EFFECT_BLOOD_HIT;
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TextColor = COLOR_ORANGE;
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break;
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}
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@ -713,7 +713,7 @@ int TCreature::Damage(TCreature *Attacker, int Damage, int DamageType){
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HitEffect = EFFECT_POISON;
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TextColor = COLOR_LIGHTGREEN;
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}else if(DamageType == DAMAGE_FIRE){
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HitEffect = EFFECT_FIRE_HIT;
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HitEffect = EFFECT_FIRE;
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TextColor = COLOR_ORANGE;
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}else if(DamageType == DAMAGE_ENERGY){
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HitEffect = EFFECT_ENERGY_HIT;
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16
src/enums.hh
16
src/enums.hh
@ -177,9 +177,10 @@ enum EffectType: int {
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EFFECT_MANA_HIT = 2,
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EFFECT_POFF = 3,
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EFFECT_BLOCK_HIT = 4,
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EFFECT_FIRE_EXPLOSION = 5,
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EFFECT_FIRE_BURST = 6, // Not sure about this one.
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EFFECT_FIRE = 7,
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EFFECT_EXPLOSION = 5,
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EFFECT_FIRE_BLAST = 6,
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EFFECT_FIRE_BURST = 7,
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EFFECT_REBUKE = 8, // not sure about this one
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EFFECT_POISON = 9,
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EFFECT_BONE_HIT = 10,
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EFFECT_ENERGY = 11,
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@ -187,9 +188,16 @@ enum EffectType: int {
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EFFECT_MAGIC_BLUE = 13,
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EFFECT_MAGIC_RED = 14,
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EFFECT_MAGIC_GREEN = 15,
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EFFECT_FIRE_HIT = 16,
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EFFECT_FIRE = 16,
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EFFECT_POISON_HIT = 17,
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EFFECT_DEATH = 18,
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EFFECT_MELODY_GREEN = 19,
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EFFECT_MELODY_RED = 20,
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EFFECT_POISON_BURST = 21,
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EFFECT_MELODY_YELLOW = 22,
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EFFECT_MELODY_PURPLE = 23,
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EFFECT_MELODY_BLUE = 24,
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EFFECT_MELODY_WHITE = 25,
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};
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enum FLAG: int {
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22
src/magic.cc
22
src/magic.cc
@ -3455,7 +3455,7 @@ static void CastSpell(uint32 CreatureID, int SpellNr, const char (*SpellStr)[512
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case 19:{
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int Damage = ComputeDamage(Actor, SpellNr, 30, 10);
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AngleCombat(Actor, ManaPoints, SoulPoints, Damage,
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EFFECT_FIRE, 4, 45, DAMAGE_FIRE);
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EFFECT_FIRE_BURST, 4, 45, DAMAGE_FIRE);
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break;
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}
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@ -3467,21 +3467,21 @@ static void CastSpell(uint32 CreatureID, int SpellNr, const char (*SpellStr)[512
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case 22:{
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int Damage = ComputeDamage(Actor, SpellNr, 60, 20);
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AngleCombat(Actor, ManaPoints, SoulPoints, Damage,
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EFFECT_FIRE_BURST, 5, 0, DAMAGE_ENERGY);
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EFFECT_FIRE_BLAST, 5, 0, DAMAGE_ENERGY);
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break;
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}
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case 23:{
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int Damage = ComputeDamage(Actor, SpellNr, 120, 80);
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AngleCombat(Actor, ManaPoints, SoulPoints, Damage,
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EFFECT_FIRE_BURST, 8, 0, DAMAGE_ENERGY);
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EFFECT_FIRE_BLAST, 8, 0, DAMAGE_ENERGY);
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break;
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}
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case 24:{
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int Damage = ComputeDamage(Actor, SpellNr, 250, 50);
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MassCombat(Actor, Actor->CrObject, ManaPoints, SoulPoints, Damage,
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EFFECT_FIRE_EXPLOSION, 6, DAMAGE_PHYSICAL, ANIMATION_FIRE);
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EFFECT_EXPLOSION, 6, DAMAGE_PHYSICAL, ANIMATION_FIRE);
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break;
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}
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@ -3599,7 +3599,7 @@ static void CastSpell(uint32 CreatureID, int SpellNr, const char (*SpellStr)[512
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case 89:{
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int Damage = ComputeDamage(Actor, SpellNr, 45, 10);
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AngleCombat(Actor, ManaPoints, SoulPoints, Damage,
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EFFECT_FIRE, 1, 0, DAMAGE_FIRE);
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EFFECT_FIRE_BURST, 1, 0, DAMAGE_FIRE);
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break;
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}
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@ -4124,14 +4124,14 @@ void UseMagicItem(uint32 CreatureID, Object Obj, Object Dest){
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case 7:{
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int Damage = ComputeDamage(Actor, SpellNr, 15, 5);
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Combat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_BURST,
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Combat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_BLAST,
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ANIMATION_FIRE, DAMAGE_ENERGY);
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break;
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}
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case 8:{
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int Damage = ComputeDamage(Actor, SpellNr, 30, 10);
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Combat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_BURST,
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Combat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_BLAST,
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ANIMATION_FIRE, DAMAGE_ENERGY);
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break;
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}
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@ -4152,14 +4152,14 @@ void UseMagicItem(uint32 CreatureID, Object Obj, Object Dest){
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case 15:{
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int Damage = ComputeDamage(Actor, SpellNr, 20, 5);
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MassCombat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE,
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MassCombat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_BURST,
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3, DAMAGE_FIRE, ANIMATION_FIRE);
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break;
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}
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case 16:{
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int Damage = ComputeDamage(Actor, SpellNr, 50, 15);
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MassCombat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE,
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MassCombat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_BURST,
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4, DAMAGE_FIRE, ANIMATION_FIRE);
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break;
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}
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@ -4171,7 +4171,7 @@ void UseMagicItem(uint32 CreatureID, Object Obj, Object Dest){
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case 18:{
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int Damage = ComputeDamage(Actor, SpellNr, 60, 40);
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MassCombat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_EXPLOSION,
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MassCombat(Actor, Dest, 0, 0, Damage, EFFECT_EXPLOSION,
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1, DAMAGE_PHYSICAL, ANIMATION_FIRE);
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break;
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}
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@ -4229,7 +4229,7 @@ void UseMagicItem(uint32 CreatureID, Object Obj, Object Dest){
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case 50:{
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int Damage = ComputeDamage(Actor, SpellNr, 120, 20);
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Combat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_HIT,
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Combat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE,
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ANIMATION_FIRE, DAMAGE_FIRE_PERIODIC);
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break;
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}
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