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https://github.com/EQEmu/Server.git
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Merge conflicts abound and now are fixed
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+30
-44
@@ -45,7 +45,6 @@ struct Item_Struct;
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#include "../common/item_struct.h"
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#include "../common/clientversions.h"
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#include "aa.h"
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#include "common.h"
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#include "merc.h"
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#include "mob.h"
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@@ -227,6 +226,7 @@ public:
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virtual int32 GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating);
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virtual void SetAttackTimer();
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float GetQuiverHaste();
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void DoAttackRounds(Mob *target, int hand, bool IsFromSpell = false);
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void AI_Init();
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void AI_Start(uint32 iMoveDelay = 0);
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@@ -541,7 +541,6 @@ public:
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bool Flurry();
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bool Rampage();
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void DurationRampage(uint32 duration);
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inline uint32 GetEXP() const { return m_pp.exp; }
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@@ -623,6 +622,7 @@ public:
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inline uint32 AccountID() const { return account_id; }
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inline const char* AccountName()const { return account_name; }
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inline int GetAccountCreation() const { return account_creation; }
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inline int16 Admin() const { return admin; }
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inline uint32 CharacterID() const { return character_id; }
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void UpdateAdmin(bool iFromDB = true);
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@@ -759,45 +759,35 @@ public:
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inline PTimerList &GetPTimers() { return(p_timers); }
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//AA Methods
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void SendAAList();
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void ResetAA();
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void SendClearAA();
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void SendAA(uint32 id, int seq=1);
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void SendPreviousAA(uint32 id, int seq=1);
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void BuyAA(AA_Action* action);
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//this function is used by some AA stuff
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void MemorizeSpell(uint32 slot,uint32 spellid,uint32 scribing);
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void SetAATitle(const char *Title);
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void SetTitleSuffix(const char *txt);
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inline uint32 GetMaxAAXP(void) const { return max_AAXP; }
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inline uint32 GetAAXP() const { return m_pp.expAA; }
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void SendAAStats();
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void SendAATable();
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void SendAATimers();
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int GetAATimerID(aaID activate);
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int CalcAAReuseTimer(const AA_DBAction *caa);
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void ActivateAA(aaID activate);
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void SendAATimer(uint32 ability, uint32 begin, uint32 end);
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void EnableAAEffect(aaEffectType type, uint32 duration = 0);
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void DisableAAEffect(aaEffectType type);
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bool CheckAAEffect(aaEffectType type);
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void HandleAAAction(aaID activate);
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uint32 GetAA(uint32 aa_id) const;
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bool SetAA(uint32 aa_id, uint32 new_value);
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inline uint32 GetAAPointsSpent() { return m_pp.aapoints_spent; }
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int16 CalcAAFocusEffect(focusType type, uint16 focus_spell, uint16 spell_id);
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int16 CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id);
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void SetAAPoints(uint32 points) { m_pp.aapoints = points; SendAAStats(); }
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void AddAAPoints(uint32 points) { m_pp.aapoints += points; SendAAStats(); }
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//New AA Methods
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void SendAlternateAdvancementRank(int aa_id, int level);
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void SendAlternateAdvancementTable();
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void SendAlternateAdvancementStats();
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void PurchaseAlternateAdvancementRank(int rank_id);
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bool GrantAlternateAdvancementAbility(int aa_id, int points, bool ignore_cost = false);
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void IncrementAlternateAdvancementRank(int rank_id);
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void ActivateAlternateAdvancementAbility(int rank_id, int target_id);
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void SendAlternateAdvancementPoints();
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void SendAlternateAdvancementTimer(int ability, int begin, int end);
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void SendAlternateAdvancementTimers();
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void ResetAlternateAdvancementTimer(int ability);
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void ResetAlternateAdvancementTimers();
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void SetAAPoints(uint32 points) { m_pp.aapoints = points; SendAlternateAdvancementStats(); }
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void AddAAPoints(uint32 points) { m_pp.aapoints += points; SendAlternateAdvancementStats(); }
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int GetAAPoints() { return m_pp.aapoints; }
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int GetSpentAA() { return m_pp.aapoints_spent; }
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//old AA methods that we still use
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void ResetAA();
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void RefundAA();
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void IncrementAA(int aa_id);
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int32 GetAAEffectDataBySlot(uint32 aa_ID, uint32 slot_id, bool GetEffect, bool GetBase1, bool GetBase2);
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int32 GetAAEffectid(uint32 aa_ID, uint32 slot_id) { return GetAAEffectDataBySlot(aa_ID, slot_id, true, false,false); }
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int32 GetAABase1(uint32 aa_ID, uint32 slot_id) { return GetAAEffectDataBySlot(aa_ID, slot_id, false, true,false); }
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int32 GetAABase2(uint32 aa_ID, uint32 slot_id) { return GetAAEffectDataBySlot(aa_ID, slot_id, false, false,true); }
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void SendClearAA();
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inline uint32 GetMaxAAXP(void) const { return max_AAXP; }
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inline uint32 GetAAXP() const { return m_pp.expAA; }
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int16 CalcAAFocus(focusType type, const AA::Rank &rank, uint16 spell_id);
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void SetAATitle(const char *Title);
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void SetTitleSuffix(const char *txt);
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void MemorizeSpell(uint32 slot, uint32 spellid, uint32 scribing);
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int32 acmod();
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// Item methods
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@@ -1271,8 +1261,6 @@ protected:
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void AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false);
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int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
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void CalcEdibleBonuses(StatBonuses* newbon);
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void CalcAABonuses(StatBonuses* newbon);
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void ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon);
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void ProcessItemCaps();
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void MakeBuffFadePacket(uint16 spell_id, int slot_id, bool send_message = true);
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bool client_data_loaded;
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@@ -1280,6 +1268,8 @@ protected:
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int16 GetFocusEffect(focusType type, uint16 spell_id);
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uint16 GetSympatheticFocusEffect(focusType type, uint16 spell_id);
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void FinishAlternateAdvancementPurchase(AA::Rank *rank, bool ignore_cost);
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Mob* bind_sight_target;
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glm::vec4 m_AutoAttackPosition;
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@@ -1497,11 +1487,7 @@ private:
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uint32 tribute_master_id;
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FILE *SQL_log;
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uint32 max_AAXP;
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uint32 staminacount;
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AA_Array* aa[MAX_PP_AA_ARRAY]; //this list contains pointers into our player profile
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std::map<uint32,uint8> aa_points;
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bool npcflag;
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uint8 npclevel;
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bool feigned;
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