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https://github.com/EQEmu/Server.git
synced 2026-05-16 18:52:22 +00:00
Exported a ton of functions to mob
This commit is contained in:
+175
@@ -6,11 +6,33 @@
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class Mob;
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struct Lua_HateList;
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class Lua_Item;
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class Lua_ItemInst;
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class Lua_Mob : public Lua_Entity
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{
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typedef Mob NativeType;
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public:
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struct Lua_Illusion {
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Lua_Illusion();
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int in_race;
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int in_gender;
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int in_texture;
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int in_helmtexture;
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int in_haircolor;
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int in_beardcolor;
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int in_eyecolor1;
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int in_eyecolor2;
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int in_hairstyle;
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int in_luclinface;
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int in_beard;
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int in_aa_title;
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uint32 in_drakkin_heritage;
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uint32 in_drakkin_tattoo;
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uint32 in_drakkin_details;
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double in_size;
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};
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Lua_Mob() { }
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Lua_Mob(Mob *d) { SetLuaPtrData(d); }
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virtual ~Lua_Mob() { }
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@@ -174,6 +196,159 @@ public:
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Lua_Mob GetPet();
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Lua_Mob GetOwner();
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Lua_HateList GetHateList();
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Lua_Mob GetHateTop();
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Lua_Mob GetHateDamageTop(Lua_Mob other);
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Lua_Mob GetHateRandom();
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void AddToHateList(Lua_Mob other);
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void AddToHateList(Lua_Mob other, int hate);
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void AddToHateList(Lua_Mob other, int hate, int damage);
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void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help);
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void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help, bool frenzy);
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void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help, bool frenzy, bool buff_tic);
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void SetHate(Lua_Mob other);
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void SetHate(Lua_Mob other, int hate);
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void SetHate(Lua_Mob other, int hate, int damage);
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uint32 GetHateAmount(Lua_Mob target);
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uint32 GetHateAmount(Lua_Mob target, bool is_damage);
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uint32 GetDamageAmount(Lua_Mob target);
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void WipeHateList();
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bool CheckAggro(Lua_Mob other);
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void Stun(int duration);
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void UnStun();
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bool IsStunned();
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void Spin();
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void Kill();
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bool CanThisClassDoubleAttack();
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bool CanThisClassDualWield();
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bool CanThisClassRiposte();
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bool CanThisClassDodge();
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bool CanThisClassParry();
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bool CanThisClassBlock();
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void SetInvul(bool value);
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bool GetInvul();
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void SetExtraHaste(int haste);
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int GetHaste();
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int GetMonkHandToHandDamage();
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int GetMonkHandToHandDelay();
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void Mesmerize();
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bool IsMezzed();
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bool IsEnraged();
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int GetReverseFactionCon(Lua_Mob other);
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bool IsAIControlled();
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float GetAggroRange();
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float GetAssistRange();
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void SetPetOrder(int order);
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int GetPetOrder();
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bool IsRoamer();
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bool IsRooted();
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bool IsEngaged();
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void FaceTarget(Lua_Mob target);
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void SetHeading(double in);
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double CalculateHeadingToTarget(double in_x, double in_y);
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bool CalculateNewPosition(double x, double y, double z, double speed);
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bool CalculateNewPosition(double x, double y, double z, double speed, bool check_z);
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bool CalculateNewPosition2(double x, double y, double z, double speed);
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bool CalculateNewPosition2(double x, double y, double z, double speed, bool check_z);
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float CalculateDistance(double x, double y, double z);
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void SendTo(double x, double y, double z);
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void SendToFixZ(double x, double y, double z);
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void NPCSpecialAttacks(const char *parse, int perm);
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void NPCSpecialAttacks(const char *parse, int perm, bool reset);
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void NPCSpecialAttacks(const char *parse, int perm, bool reset, bool remove);
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int GetResist(int type);
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bool Charmed();
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int CheckAggroAmount(int spell_id);
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int CheckAggroAmount(int spell_id, bool is_proc);
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int CheckHealAggroAmount(int spell_id);
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int CheckHealAggroAmount(int spell_id, uint32 heal_possible);
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int GetAA(int id);
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bool DivineAura();
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void SetOOCRegen(int regen);
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const char* GetEntityVariable(const char *name);
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void SetEntityVariable(const char *name, const char *value);
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bool EntityVariableExists(const char *name);
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void Signal(uint32 id);
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bool CombatRange(Lua_Mob other);
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void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage);
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void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage);
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void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override);
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void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override, int reuse_time);
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void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override, int reuse_time, bool hit_chance);
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void DoThrowingAttackDmg(Lua_Mob other);
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void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon);
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void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item);
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void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage);
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void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage, int chance_mod);
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void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage, int chance_mod, int focus);
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void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill);
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void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod);
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void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod, int focus);
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void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod, int focus, bool can_riposte);
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void DoArcheryAttackDmg(Lua_Mob other);
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void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon);
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void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo);
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void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage);
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void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage, int chance_mod);
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void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage, int chance_mod, int focus);
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bool CheckLoS(Lua_Mob other);
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bool CheckLoSToLoc(double x, double y, double z);
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bool CheckLoSToLoc(double x, double y, double z, double mob_size);
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double FindGroundZ(double x, double y);
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double FindGroundZ(double x, double y, double z);
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void ProjectileAnimation(Lua_Mob to, int item_id);
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void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow);
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void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed);
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void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle);
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void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle, double tilt);
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void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle, double tilt, double arc);
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bool HasNPCSpecialAtk(const char *parse);
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void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5);
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void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5, Lua_Client specific_target);
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void SetFlyMode(int in);
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void SetTexture(int in);
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void SetRace(int in);
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void SetGender(int in);
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void SendIllusionPacket(Lua_Illusion illusion);
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void QuestReward(Lua_Client c);
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void QuestReward(Lua_Client c, uint32 silver);
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void QuestReward(Lua_Client c, uint32 silver, uint32 gold);
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void QuestReward(Lua_Client c, uint32 silver, uint32 gold, uint32 platinum);
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void CameraEffect(uint32 duration, uint32 intensity);
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void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c);
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void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c, bool global);
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void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide,
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uint32 unk020);
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void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide,
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uint32 unk020, bool perm_effect);
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void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide,
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uint32 unk020, bool perm_effect, Lua_Client c);
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void TempName();
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void TempName(const char *newname);
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void SetGlobal(const char *varname, const char *newvalue, int options, const char *duration);
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void SetGlobal(const char *varname, const char *newvalue, int options, const char *duration, Lua_Mob other);
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void TarGlobal(const char *varname, const char *value, const char *duration, int npc_id, int char_id, int zone_id);
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void DelGlobal(const char *varname);
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void SetSlotTint(int material_slot, int red_tint, int green_tint, int blue_tint);
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void WearChange(int material_slot, int texture, uint32 color);
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void DoKnockback(Lua_Mob caster, uint32 pushback, uint32 pushup);
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void RemoveNimbusEffect(int effect_id);
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bool IsRunning();
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void SetRunning(bool running);
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void SetBodyType(int new_body, bool overwrite_orig);
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void SetTargetable(bool on);
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void ModSkillDmgTaken(int skill, int value);
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int GetModSkillDmgTaken(int skill);
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int GetSkillDmgTaken(int skill);
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void SetAllowBeneficial(bool value);
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bool GetAllowBeneficial();
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bool IsBeneficialAllowed(Lua_Mob target);
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void ModVulnerability(int resist, int value);
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int GetModVulnerability(int resist);
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void SetDisableMelee(bool disable);
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bool IsMeleeDisabled();
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void SetFlurryChance(int value);
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int GetFlurryChance();
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};
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#endif
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