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[Combat] Adjustments to Crippling Blows/Slay Undead and Confirmed Critical Code (#4354)
* Adjustments to Crippling Blows/Slay Undead and Confirmed Critical Code * Adjustments per comments
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@@ -236,7 +236,13 @@ public:
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int compute_defense();
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int GetTotalDefense(); // compute_defense + spell bonuses
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bool CheckHitChance(Mob* attacker, DamageHitInfo &hit);
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bool RollMeleeCritCheck(Mob *defender, EQ::skills::SkillType skill);
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inline bool CanUndeadSlay() { return static_cast<bool>(GetUndeadSlayRate());}
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inline bool IsUndeadForSlay() { return (GetBodyType() == BT_Undead || GetBodyType() == BT_SummonedUndead || GetBodyType() == BT_Vampire); }
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int GetUndeadSlayRate();
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void DoUndeadSlay(DamageHitInfo &hit, int crit_mod);
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void TryCriticalHit(Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
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bool TryUndeadSlay(Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
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void TryPetCriticalHit(Mob *defender, DamageHitInfo &hit);
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virtual bool TryFinishingBlow(Mob *defender, int64 &damage);
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int TryHeadShot(Mob* defender, EQ::skills::SkillType skillInUse);
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