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[Spells] Throwing procs fixed and other proc updates (#1871)
* first updating sbindex defines * updates * updates * proctypes added for organization * debug * updates * range procs cleaned up * skill proc clean up * fix * remove debugs * [Spells] Throwing procs fixed and other proc updates * [Spells] Throwing procs fixed and other proc updates bot fix * [Spells] Throwing procs fixed and other proc updates proctype updates
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+5
-4
@@ -701,7 +701,7 @@ public:
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static uint32 RandomTimer(int min, int max);
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static uint8 GetDefaultGender(uint16 in_race, uint8 in_gender = 0xFF);
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static bool IsPlayerRace(uint16 in_race);
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uint16 GetSkillByItemType(int ItemType);
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EQ::skills::SkillType GetSkillByItemType(int ItemType);
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uint8 GetItemTypeBySkill(EQ::skills::SkillType skill);
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virtual void MakePet(uint16 spell_id, const char* pettype, const char *petname = nullptr);
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virtual void MakePoweredPet(uint16 spell_id, const char* pettype, int16 petpower, const char *petname = nullptr, float in_size = 0.0f);
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@@ -864,6 +864,7 @@ public:
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bool IsTargetedFocusEffect(int focus_type);
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bool HasPersistDeathIllusion(int32 spell_id);
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bool TryDoubleMeleeRoundEffect();
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bool GetUseDoubleMeleeRoundDmgBonus() const { return use_double_melee_round_dmg_bonus; }
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inline void SetUseDoubleMeleeRoundDmgBonus(bool val) { use_double_melee_round_dmg_bonus = val; }
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@@ -1446,13 +1447,13 @@ protected:
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bool spawned;
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void CalcSpellBonuses(StatBonuses* newbon);
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virtual void CalcBonuses();
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void TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false); // hand = SlotCharm?
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bool PassLimitToSkill(uint16 spell_id, uint16 skill);
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void TrySkillProc(Mob *on, EQ::skills::SkillType skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false); // hand = SlotCharm?
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bool PassLimitToSkill(EQ::skills::SkillType skill, int32 spell_id, int proc_type, int aa_id=0);
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bool PassLimitClass(uint32 Classes_, uint16 Class_);
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void TryDefensiveProc(Mob *on, uint16 hand = EQ::invslot::slotPrimary);
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void TryWeaponProc(const EQ::ItemInstance* inst, const EQ::ItemData* weapon, Mob *on, uint16 hand = EQ::invslot::slotPrimary);
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void TrySpellProc(const EQ::ItemInstance* inst, const EQ::ItemData* weapon, Mob *on, uint16 hand = EQ::invslot::slotPrimary);
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void TryWeaponProc(const EQ::ItemInstance* weapon, Mob *on, uint16 hand = EQ::invslot::slotPrimary);
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void TryCombatProcs(const EQ::ItemInstance* weapon, Mob *on, uint16 hand = EQ::invslot::slotPrimary, const EQ::ItemData* weapon_data = nullptr);
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void ExecWeaponProc(const EQ::ItemInstance* weapon, uint16 spell_id, Mob *on, int level_override = -1);
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virtual float GetProcChances(float ProcBonus, uint16 hand = EQ::invslot::slotPrimary);
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virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = EQ::invslot::slotPrimary, Mob *on = nullptr);
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