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+7
-8
@@ -596,8 +596,7 @@ int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
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}
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}
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EQEmu::skills::SkillType skillinuse;
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AttackAnimation(skillinuse, Hand, weapon);
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EQEmu::skills::SkillType skillinuse = AttackAnimation(Hand, weapon);
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int damage = 0;
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uint8 mylevel = GetLevel() ? GetLevel() : 1;
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@@ -665,16 +664,16 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
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weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotPrimary);
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if(weapon && weapon->IsWeapon()){
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attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::inventory::slotPrimary, weapon);
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skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::inventory::slotPrimary, weapon);
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}
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else {
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weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotSecondary);
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if (weapon && weapon->IsWeapon())
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attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::inventory::slotSecondary, weapon);
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skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::inventory::slotSecondary, weapon);
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else {
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weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotRange);
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if (weapon && weapon->IsWeapon())
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attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::inventory::slotRange, weapon);
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skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::inventory::slotRange, weapon);
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}
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}
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}
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@@ -745,16 +744,16 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
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weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotPrimary);
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if(weapon && weapon->IsWeapon()){
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attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::inventory::slotPrimary, weapon);
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skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::inventory::slotPrimary, weapon);
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}
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else {
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weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotSecondary);
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if (weapon && weapon->IsWeapon())
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attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::inventory::slotSecondary, weapon);
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skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::inventory::slotSecondary, weapon);
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else {
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weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::inventory::slotRange);
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if (weapon && weapon->IsWeapon())
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attacker->CastToClient()->AttackAnimation(skillinuse, EQEmu::inventory::slotRange, weapon);
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skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::inventory::slotRange, weapon);
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}
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}
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}
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