From 59b4aa51a0927ab753c1652ebee138d7229e41e5 Mon Sep 17 00:00:00 2001 From: Kinglykrab Date: Mon, 3 Apr 2023 18:52:35 -0400 Subject: [PATCH] [Cleanup] Combine similar cases in Client::InitInnates() # Notes - These cases were the same, consolidating them is better. --- zone/client.cpp | 199 ++++++++++++++++++++++++------------------------ 1 file changed, 99 insertions(+), 100 deletions(-) diff --git a/zone/client.cpp b/zone/client.cpp index ca23ee4962..d5d4e7181e 100644 --- a/zone/client.cpp +++ b/zone/client.cpp @@ -9010,120 +9010,119 @@ void Client::InitInnates() // The client calls this in a few places. When you remove a vision buff and in SetHeights, which is called in // illusions, mounts, and a bunch of other cases. All of the calls to InitInnates are wrapped in restoring regen // besides the call initializing the first time - auto race = GetRace(); + auto race = GetRace(); auto class_ = GetClass(); - for (int i = 0; i < InnateSkillMax; ++i) + for (int i = 0; i < InnateSkillMax; ++i) { m_pp.InnateSkills[i] = InnateDisabled; + } m_pp.InnateSkills[InnateInspect] = InnateEnabled; m_pp.InnateSkills[InnateOpen] = InnateEnabled; + if (race >= RT_FROGLOK_3) { - if (race == RT_SKELETON_2 || race == RT_FROGLOK_3) + if (race == RT_SKELETON_2 || race == RT_FROGLOK_3) { m_pp.InnateSkills[InnateUltraVision] = InnateEnabled; - else + } else { m_pp.InnateSkills[InnateInfravision] = InnateEnabled; + } } + switch (race) { - case RT_BARBARIAN: - case RT_BARBARIAN_2: - m_pp.InnateSkills[InnateSlam] = InnateEnabled; - break; - case RT_ERUDITE: - case RT_ERUDITE_2: - m_pp.InnateSkills[InnateLore] = InnateEnabled; - break; - case RT_WOOD_ELF: - case RT_GUARD_3: - m_pp.InnateSkills[InnateInfravision] = InnateEnabled; - break; - case RT_HIGH_ELF: - case RT_GUARD_2: - m_pp.InnateSkills[InnateInfravision] = InnateEnabled; - m_pp.InnateSkills[InnateLore] = InnateEnabled; - break; - case RT_DARK_ELF: - case RT_DARK_ELF_2: - case RT_VAMPIRE_2: - m_pp.InnateSkills[InnateUltraVision] = InnateEnabled; - break; - case RT_TROLL: - case RT_TROLL_2: - m_pp.InnateSkills[InnateRegen] = InnateEnabled; - m_pp.InnateSkills[InnateSlam] = InnateEnabled; - m_pp.InnateSkills[InnateInfravision] = InnateEnabled; - break; - case RT_DWARF: - case RT_DWARF_2: - m_pp.InnateSkills[InnateInfravision] = InnateEnabled; - break; - case RT_OGRE: - case RT_OGRE_2: - m_pp.InnateSkills[InnateInfravision] = InnateEnabled; - m_pp.InnateSkills[InnateSlam] = InnateEnabled; - m_pp.InnateSkills[InnateNoBash] = InnateEnabled; - m_pp.InnateSkills[InnateBashDoor] = InnateEnabled; - break; - case RT_HALFLING: - case RT_HALFLING_2: - m_pp.InnateSkills[InnateInfravision] = InnateEnabled; - break; - case RT_GNOME: - m_pp.InnateSkills[InnateInfravision] = InnateEnabled; - m_pp.InnateSkills[InnateLore] = InnateEnabled; - break; - case RT_IKSAR: - m_pp.InnateSkills[InnateRegen] = InnateEnabled; - m_pp.InnateSkills[InnateInfravision] = InnateEnabled; - break; - case RT_VAH_SHIR: - m_pp.InnateSkills[InnateInfravision] = InnateEnabled; - break; - case RT_FROGLOK_2: - case RT_GHOST: - case RT_GHOUL: - case RT_SKELETON: - case RT_VAMPIRE: - case RT_WILL_O_WISP: - case RT_ZOMBIE: - case RT_SPECTRE: - case RT_GHOST_2: - case RT_GHOST_3: - case RT_DRAGON_2: - case RT_INNORUUK: - m_pp.InnateSkills[InnateUltraVision] = InnateEnabled; - break; - case RT_HUMAN: - case RT_GUARD: - case RT_BEGGAR: - case RT_HUMAN_2: - case RT_HUMAN_3: - case RT_FROGLOK_3: // client does froglok weird, but this should work out fine - break; - default: - m_pp.InnateSkills[InnateInfravision] = InnateEnabled; - break; + case RT_BARBARIAN: + case RT_BARBARIAN_2: + m_pp.InnateSkills[InnateSlam] = InnateEnabled; + break; + case RT_ERUDITE: + case RT_ERUDITE_2: + m_pp.InnateSkills[InnateLore] = InnateEnabled; + break; + case RT_WOOD_ELF: + case RT_GUARD_3: + m_pp.InnateSkills[InnateInfravision] = InnateEnabled; + break; + case RT_GNOME: + case RT_HIGH_ELF: + case RT_GUARD_2: + m_pp.InnateSkills[InnateInfravision] = InnateEnabled; + m_pp.InnateSkills[InnateLore] = InnateEnabled; + break; + case RT_TROLL: + case RT_TROLL_2: + m_pp.InnateSkills[InnateRegen] = InnateEnabled; + m_pp.InnateSkills[InnateSlam] = InnateEnabled; + m_pp.InnateSkills[InnateInfravision] = InnateEnabled; + break; + case RT_DWARF: + case RT_DWARF_2: + m_pp.InnateSkills[InnateInfravision] = InnateEnabled; + break; + case RT_OGRE: + case RT_OGRE_2: + m_pp.InnateSkills[InnateInfravision] = InnateEnabled; + m_pp.InnateSkills[InnateSlam] = InnateEnabled; + m_pp.InnateSkills[InnateNoBash] = InnateEnabled; + m_pp.InnateSkills[InnateBashDoor] = InnateEnabled; + break; + case RT_HALFLING: + case RT_HALFLING_2: + m_pp.InnateSkills[InnateInfravision] = InnateEnabled; + break; + case RT_IKSAR: + m_pp.InnateSkills[InnateRegen] = InnateEnabled; + m_pp.InnateSkills[InnateInfravision] = InnateEnabled; + break; + case RT_VAH_SHIR: + m_pp.InnateSkills[InnateInfravision] = InnateEnabled; + break; + case RT_DARK_ELF: + case RT_DARK_ELF_2: + case RT_VAMPIRE_2: + case RT_FROGLOK_2: + case RT_GHOST: + case RT_GHOUL: + case RT_SKELETON: + case RT_VAMPIRE: + case RT_WILL_O_WISP: + case RT_ZOMBIE: + case RT_SPECTRE: + case RT_GHOST_2: + case RT_GHOST_3: + case RT_DRAGON_2: + case RT_INNORUUK: + m_pp.InnateSkills[InnateUltraVision] = InnateEnabled; + break; + case RT_HUMAN: + case RT_GUARD: + case RT_BEGGAR: + case RT_HUMAN_2: + case RT_HUMAN_3: + case RT_FROGLOK_3: // client does froglok weird, but this should work out fine + break; + default: + m_pp.InnateSkills[InnateInfravision] = InnateEnabled; + break; } switch (class_) { - case DRUID: - m_pp.InnateSkills[InnateHarmony] = InnateEnabled; - break; - case BARD: - m_pp.InnateSkills[InnateReveal] = InnateEnabled; - break; - case ROGUE: - m_pp.InnateSkills[InnateSurprise] = InnateEnabled; - m_pp.InnateSkills[InnateReveal] = InnateEnabled; - break; - case RANGER: - m_pp.InnateSkills[InnateAwareness] = InnateEnabled; - break; - case MONK: - m_pp.InnateSkills[InnateSurprise] = InnateEnabled; - m_pp.InnateSkills[InnateAwareness] = InnateEnabled; - default: - break; + case DRUID: + m_pp.InnateSkills[InnateHarmony] = InnateEnabled; + break; + case BARD: + m_pp.InnateSkills[InnateReveal] = InnateEnabled; + break; + case ROGUE: + m_pp.InnateSkills[InnateSurprise] = InnateEnabled; + m_pp.InnateSkills[InnateReveal] = InnateEnabled; + break; + case RANGER: + m_pp.InnateSkills[InnateAwareness] = InnateEnabled; + break; + case MONK: + m_pp.InnateSkills[InnateSurprise] = InnateEnabled; + m_pp.InnateSkills[InnateAwareness] = InnateEnabled; + default: + break; } }