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[refactor] Cosmetic cleanup in Fuse fight functions
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@ -300,19 +300,19 @@ static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
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std::cout << "Lord Fuse stage two" << std::endl;
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std::cout << "Lord Fuse stage two" << std::endl;
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// Fuse doesn't move; spawnX, etc. is shorter to write than *appearanceData*
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// Fuse doesn't move
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// Blastons, Heal
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// Blastons, Heal
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2467);
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2467);
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newbody->angle = oldbody->angle;
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newbody->angle = oldbody->angle;
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NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
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NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
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plr->instanceID, oldbody->angle);
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plr->instanceID, oldbody->angle);
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// right arm, Adaptium, Stun
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// right arm, Adaptium, Stun
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX - 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2469);
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, plr->instanceID, 2469);
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arm->angle = oldbody->angle;
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arm->angle = oldbody->angle;
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NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
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NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
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plr->instanceID, oldbody->angle);
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plr->instanceID, oldbody->angle);
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}
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}
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@ -324,17 +324,17 @@ static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
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std::cout << "Lord Fuse stage three" << std::endl;
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std::cout << "Lord Fuse stage three" << std::endl;
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// Cosmix, Damage Point
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// Cosmix, Damage Point
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2468);
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2468);
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newbody->angle = oldbody->angle;
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newbody->angle = oldbody->angle;
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NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
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NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
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plr->instanceID, oldbody->angle);
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plr->instanceID, oldbody->angle);
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// Blastons, Heal
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// Blastons, Heal
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX + 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2470);
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, plr->instanceID, 2470);
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arm->angle = oldbody->angle;
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arm->angle = oldbody->angle;
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NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
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NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
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plr->instanceID, oldbody->angle);
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plr->instanceID, oldbody->angle);
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}
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}
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