mirror of
https://github.com/ZhengPeiRu21/mod-individual-progression
synced 2025-12-01 21:13:10 +08:00
removed spaces
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@@ -87,7 +87,7 @@ public:
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void OnPlayerAfterUpdateMaxHealth(Player* player, float& value) override
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void OnPlayerAfterUpdateMaxHealth(Player* player, float& value) override
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{
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{
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// TODO: This should be adjust to use an aura like damage adjustment. This is more robust to update when changing equipment, etc.
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// TODO: This should be adjust to use an aura like damage adjustment. This is more robust to update when changing equipment, etc.
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if (!sIndividualProgression->enabled || isExcludedFromProgression(player))
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if (!sIndividualProgression->enabled || isExcludedFromProgression(player))
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{
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{
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return;
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return;
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}
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}
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@@ -119,7 +119,7 @@ public:
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void OnPlayerQuestComputeXP(Player* player, Quest const* quest, uint32& xpValue) override
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void OnPlayerQuestComputeXP(Player* player, Quest const* quest, uint32& xpValue) override
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{
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{
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if (!sIndividualProgression->enabled || !sIndividualProgression->questXpFix || isExcludedFromProgression(player))
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if (!sIndividualProgression->enabled || !sIndividualProgression->questXpFix || isExcludedFromProgression(player))
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{
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{
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return;
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return;
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}
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}
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@@ -249,7 +249,7 @@ public:
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void OnPlayerCompleteQuest(Player* player, Quest const* quest) override
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void OnPlayerCompleteQuest(Player* player, Quest const* quest) override
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{
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{
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if (!sIndividualProgression->enabled || isExcludedFromProgression(player))
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if (!sIndividualProgression->enabled || isExcludedFromProgression(player))
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{
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{
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return;
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return;
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}
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}
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@@ -321,7 +321,7 @@ public:
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bool OnPlayerUpdateFishingSkill(Player* player, int32 /*skill*/, int32 /*zone_skill*/, int32 chance, int32 roll) override
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bool OnPlayerUpdateFishingSkill(Player* player, int32 /*skill*/, int32 /*zone_skill*/, int32 chance, int32 roll) override
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{
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{
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if (!sIndividualProgression->enabled || !sIndividualProgression->fishingFix || isExcludedFromProgression(player))
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if (!sIndividualProgression->enabled || !sIndividualProgression->fishingFix || isExcludedFromProgression(player))
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return true;
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return true;
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if (chance < roll)
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if (chance < roll)
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return false;
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return false;
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