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Bolt, Streak and Arc updates #787

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merged 9 commits into from
May 11, 2018
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Slushnas
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Various bits of code have been added to make the existing spells line up with retail data and lay the groundwork for other spells. There is still more research to do but this is a step closer to retail based on the data I have gathered so far.

I am not sure if the code I added to WorldObjectFactory.cs is the best way to get the spell ID into the constructor (seems like one of the CreateWorldObject functions could be removed/integrated).

I had to add some code to be able to override some PhysicsDescription fields. I did a couple of searches through the pcaps and the fields that I set to false by default don't seem to have been used so I don't believe this will cause any problems.

gmriggs
gmriggs previously approved these changes May 10, 2018
ghost
ghost previously requested changes May 10, 2018
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CreateWorldObject(), in WorldObjectFactory.cs, doesn't need to have anymore overrides created to pass in a spellId to the SpellProjectile class, as it is already available as a public class variable via public uint SpellId { get => spellId; set => spellId = value; }

@ghost ghost dismissed their stale review May 10, 2018 14:22

See the scope of what is being accomplished with change

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ghost commented May 10, 2018

Probably, would be a good idea to change the SpellID class variable, in SpellProjectile, to private, as now it shouldn't need to be publicly accessible outside the class. However, I won't block the merger.

gmriggs
gmriggs previously approved these changes May 11, 2018
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I've reverted the world object factory changes and moved some code into a setup function.
This also includes a fix for the wielded item placement showing up incorrectly on login.

@gmriggs gmriggs merged commit 365cf4b into ACEmulator:master May 11, 2018
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2 participants