[Spells] SPA 193 SE_SkillAttack will no longer trigger procs (#1919)

* fixed

* [Spells] SPA 193 SE_SkillAttack will no longer trigger procs
This commit is contained in:
KayenEQ
2022-01-09 08:32:09 -05:00
committed by GitHub
parent 7e065ad966
commit 10083387b6
5 changed files with 74 additions and 70 deletions
+3 -3
View File
@@ -1000,10 +1000,10 @@ public:
int32 ReduceAllDamage(int32 damage);
void DoSpecialAttackDamage(Mob *who, EQ::skills::SkillType skill, int base_damage, int min_damage = 0, int32 hate_override = -1, int ReuseTime = 10);
virtual void DoThrowingAttackDmg(Mob* other, const EQ::ItemInstance* RangeWeapon = nullptr, const EQ::ItemData* AmmoItem = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, int AmmoSlot = 0, float speed = 4.0f);
virtual void DoThrowingAttackDmg(Mob* other, const EQ::ItemInstance* RangeWeapon = nullptr, const EQ::ItemData* AmmoItem = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, int AmmoSlot = 0, float speed = 4.0f, bool DisableProcs = false);
void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, EQ::skills::SkillType skillinuse, int16 chance_mod = 0, int16 focus = 0, bool CanRiposte = false, int ReuseTime = 0);
virtual void DoArcheryAttackDmg(Mob* other, const EQ::ItemInstance* RangeWeapon = nullptr, const EQ::ItemInstance* Ammo = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, uint32 ammo_id = 0, const EQ::ItemData *AmmoItem = nullptr, int AmmoSlot = 0, float speed = 4.0f);
bool TryProjectileAttack(Mob* other, const EQ::ItemData *item, EQ::skills::SkillType skillInUse, uint16 weapon_dmg, const EQ::ItemInstance* RangeWeapon, const EQ::ItemInstance* Ammo, int AmmoSlot, float speed);
virtual void DoArcheryAttackDmg(Mob* other, const EQ::ItemInstance* RangeWeapon = nullptr, const EQ::ItemInstance* Ammo = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, uint32 ammo_id = 0, const EQ::ItemData *AmmoItem = nullptr, int AmmoSlot = 0, float speed = 4.0f, bool DisableProcs = false);
bool TryProjectileAttack(Mob* other, const EQ::ItemData *item, EQ::skills::SkillType skillInUse, uint16 weapon_dmg, const EQ::ItemInstance* RangeWeapon, const EQ::ItemInstance* Ammo, int AmmoSlot, float speed, bool DisableProcs = false);
void ProjectileAttack();
inline bool HasProjectileAttack() const { return ActiveProjectileATK; }
inline void SetProjectileAttack(bool value) { ActiveProjectileATK = value; }