[refactor] Cosmetic cleanup in Fuse fight functions

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dongresource 2021-10-20 00:33:21 +02:00 committed by gsemaj
parent 55e9f6531d
commit 5fb0cbbcf7
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@ -300,19 +300,19 @@ static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
std::cout << "Lord Fuse stage two" << std::endl; std::cout << "Lord Fuse stage two" << std::endl;
// Fuse doesn't move; spawnX, etc. is shorter to write than *appearanceData* // Fuse doesn't move
// Blastons, Heal // Blastons, Heal
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2467); Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2467);
newbody->angle = oldbody->angle; newbody->angle = oldbody->angle;
NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ, NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
plr->instanceID, oldbody->angle); plr->instanceID, oldbody->angle);
// right arm, Adaptium, Stun // right arm, Adaptium, Stun
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX - 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2469); Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, plr->instanceID, 2469);
arm->angle = oldbody->angle; arm->angle = oldbody->angle;
NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ, NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
plr->instanceID, oldbody->angle); plr->instanceID, oldbody->angle);
} }
@ -324,17 +324,17 @@ static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
std::cout << "Lord Fuse stage three" << std::endl; std::cout << "Lord Fuse stage three" << std::endl;
// Cosmix, Damage Point // Cosmix, Damage Point
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2468); Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2468);
newbody->angle = oldbody->angle; newbody->angle = oldbody->angle;
NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ, NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
plr->instanceID, oldbody->angle); plr->instanceID, oldbody->angle);
// Blastons, Heal // Blastons, Heal
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX + 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2470); Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, plr->instanceID, 2470);
arm->angle = oldbody->angle; arm->angle = oldbody->angle;
NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ, NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
plr->instanceID, oldbody->angle); plr->instanceID, oldbody->angle);
} }