diff Actor.cpp @ 2292:ab8797ea43b6

stru319::CalcMagicalDamageToActor small cleanups
author Grumpy7
date Sun, 16 Mar 2014 19:37:28 +0100
parents 69661f22ff03
children b0f10ef66e00
line wrap: on
line diff
--- a/Actor.cpp	Sun Mar 16 19:11:52 2014 +0100
+++ b/Actor.cpp	Sun Mar 16 19:37:28 2014 +0100
@@ -2807,8 +2807,8 @@
 					pActor=&pActors[i];
 					if ( pActor->CanAct() )
 					{
-						sDmg = stru_50C198.CalcMagicalDamageToActor(pActor, 5, v4);
-						pActor->sCurrentHP -= stru_50C198.CalcMagicalDamageToActor(pActor, 5, v4);
+						sDmg = stru_50C198.CalcMagicalDamageToActor(pActor, (DAMAGE_TYPE)5, v4);
+						pActor->sCurrentHP -= stru_50C198.CalcMagicalDamageToActor(pActor, (DAMAGE_TYPE)5, v4);
 						if ( sDmg )
 						{
 							if ( pActor->sCurrentHP >= 0 )
@@ -3554,7 +3554,7 @@
   v61 = stru_50C198.CalcMagicalDamageToActor(pMonster, attackElement, uDamageAmount);
   if ( !projectileSprite && player->IsUnarmed() && player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uExpireTime > 0 )
   {
-    v61 += stru_50C198.CalcMagicalDamageToActor(pMonster, 8, player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uPower);
+    v61 += stru_50C198.CalcMagicalDamageToActor(pMonster, (DAMAGE_TYPE)8, player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uPower);
   }
   uDamageAmount = v61;
   if ( IsAdditionalDamagePossible )