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Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)
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+10
-10
@@ -22,7 +22,7 @@
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#include <string.h>
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bool EQEmu::skills::IsTradeskill(SkillType skill)
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bool EQ::skills::IsTradeskill(SkillType skill)
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{
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switch (skill) {
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case SkillFishing:
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@@ -43,7 +43,7 @@ bool EQEmu::skills::IsTradeskill(SkillType skill)
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}
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}
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bool EQEmu::skills::IsSpecializedSkill(SkillType skill)
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bool EQ::skills::IsSpecializedSkill(SkillType skill)
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{
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// this could be a simple if, but if this is more portable if any IDs change (probably won't)
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// or any other specialized are added (also unlikely)
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@@ -59,7 +59,7 @@ bool EQEmu::skills::IsSpecializedSkill(SkillType skill)
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}
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}
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float EQEmu::skills::GetSkillMeleePushForce(SkillType skill)
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float EQ::skills::GetSkillMeleePushForce(SkillType skill)
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{
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// This is the force/magnitude of the push from an attack of this skill type
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// You can find these numbers in the clients skill struct
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@@ -96,7 +96,7 @@ float EQEmu::skills::GetSkillMeleePushForce(SkillType skill)
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}
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}
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bool EQEmu::skills::IsBardInstrumentSkill(SkillType skill)
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bool EQ::skills::IsBardInstrumentSkill(SkillType skill)
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{
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switch (skill) {
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case SkillBrassInstruments:
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@@ -110,7 +110,7 @@ bool EQEmu::skills::IsBardInstrumentSkill(SkillType skill)
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}
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}
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bool EQEmu::skills::IsCastingSkill(SkillType skill)
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bool EQ::skills::IsCastingSkill(SkillType skill)
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{
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switch (skill) {
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case SkillAbjuration:
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@@ -124,7 +124,7 @@ bool EQEmu::skills::IsCastingSkill(SkillType skill)
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}
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}
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int32 EQEmu::skills::GetBaseDamage(SkillType skill)
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int32 EQ::skills::GetBaseDamage(SkillType skill)
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{
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switch (skill) {
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case SkillBash:
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@@ -148,7 +148,7 @@ int32 EQEmu::skills::GetBaseDamage(SkillType skill)
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}
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}
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bool EQEmu::skills::IsMeleeDmg(SkillType skill)
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bool EQ::skills::IsMeleeDmg(SkillType skill)
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{
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switch (skill) {
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case Skill1HBlunt:
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@@ -175,7 +175,7 @@ bool EQEmu::skills::IsMeleeDmg(SkillType skill)
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}
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}
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const std::map<EQEmu::skills::SkillType, std::string>& EQEmu::skills::GetSkillTypeMap()
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const std::map<EQ::skills::SkillType, std::string>& EQ::skills::GetSkillTypeMap()
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{
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/* VS2013 code
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static const std::map<SkillUseTypes, std::string> skill_use_types_map = {
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@@ -355,12 +355,12 @@ const std::map<EQEmu::skills::SkillType, std::string>& EQEmu::skills::GetSkillTy
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return skill_type_map;
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}
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EQEmu::SkillProfile::SkillProfile()
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EQ::SkillProfile::SkillProfile()
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{
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memset(&Skill, 0, (sizeof(uint32) * PACKET_SKILL_ARRAY_SIZE));
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}
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uint32 EQEmu::SkillProfile::GetSkill(int skill_id)
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uint32 EQ::SkillProfile::GetSkill(int skill_id)
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{
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if (skill_id < 0 || skill_id >= PACKET_SKILL_ARRAY_SIZE)
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return 0;
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