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+5
-4
@@ -53,8 +53,9 @@ extern WorldServer worldserver;
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extern EntityList entity_list;
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extern Zone* zone;
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bool Mob::AttackAnimation(EQEmu::skills::SkillType &skillinuse, int Hand, const EQEmu::ItemInstance* weapon)
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EQEmu::skills::SkillType Mob::AttackAnimation(int Hand, const EQEmu::ItemInstance* weapon)
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{
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EQEmu::skills::SkillType skillinuse = EQEmu::skills::Skill1HBlunt;
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// Determine animation
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int type = 0;
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if (weapon && weapon->IsClassCommon()) {
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@@ -138,7 +139,7 @@ bool Mob::AttackAnimation(EQEmu::skills::SkillType &skillinuse, int Hand, const
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type = animDualWield;
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DoAnim(type, 0, false);
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return true;
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return skillinuse;
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}
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int Mob::compute_tohit(EQEmu::skills::SkillType skillinuse)
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@@ -1372,7 +1373,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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DamageHitInfo my_hit;
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// calculate attack_skill and skillinuse depending on hand and weapon
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// also send Packet to near clients
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AttackAnimation(my_hit.skill, Hand, weapon);
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my_hit.skill = AttackAnimation(Hand, weapon);
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Log(Logs::Detail, Logs::Combat, "Attacking with %s in slot %d using skill %d", weapon ? weapon->GetItem()->Name : "Fist", Hand, my_hit.skill);
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// Now figure out damage
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@@ -1943,7 +1944,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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//do attack animation regardless of whether or not we can hit below
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int16 charges = 0;
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EQEmu::ItemInstance weapon_inst(weapon, charges);
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AttackAnimation(my_hit.skill, Hand, &weapon_inst);
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my_hit.skill = AttackAnimation(Hand, &weapon_inst);
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//basically "if not immune" then do the attack
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if (weapon_damage > 0) {
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