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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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+15
-15
@@ -12,7 +12,7 @@ struct MercTemplate;
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struct NPCType;
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struct NewSpawn_Struct;
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namespace EQEmu
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namespace EQ
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{
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struct ItemData;
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}
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@@ -52,9 +52,9 @@ public:
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virtual ~Merc();
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//abstract virtual function implementations requird by base abstract class
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None);
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virtual bool Attack(Mob* other, int Hand = EQEmu::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQ::skills::SkillType attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQ::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None);
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virtual bool Attack(Mob* other, int Hand = EQ::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
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bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr);
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virtual bool HasRaid() { return false; }
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virtual bool HasGroup() { return (GetGroup() ? true : false); }
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@@ -163,16 +163,16 @@ public:
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uint8 GetTierID() { return _TierID; }
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uint32 GetCostFormula() { return _CostFormula; }
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uint32 GetMercNameType() { return _NameType; }
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EQEmu::constants::StanceType GetStance() { return _currentStance; }
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EQ::constants::StanceType GetStance() { return _currentStance; }
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int GetHatedCount() { return _hatedCount; }
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inline const uint8 GetClientVersion() const { return _OwnerClientVersion; }
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virtual void SetTarget(Mob* mob);
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bool HasSkill(EQEmu::skills::SkillType skill_id) const;
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bool CanHaveSkill(EQEmu::skills::SkillType skill_id) const;
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uint16 MaxSkill(EQEmu::skills::SkillType skillid, uint16 class_, uint16 level) const;
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inline uint16 MaxSkill(EQEmu::skills::SkillType skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
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bool HasSkill(EQ::skills::SkillType skill_id) const;
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bool CanHaveSkill(EQ::skills::SkillType skill_id) const;
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uint16 MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const;
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inline uint16 MaxSkill(EQ::skills::SkillType skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
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virtual void DoClassAttacks(Mob *target);
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void CheckHateList();
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bool CheckTaunt();
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@@ -253,7 +253,7 @@ public:
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void SetMercNameType( uint8 nametype ) { _NameType = nametype; }
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void SetClientVersion(uint8 clientVersion) { _OwnerClientVersion = clientVersion; }
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void SetSuspended(bool suspended) { _suspended = suspended; }
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void SetStance( EQEmu::constants::StanceType stance ) { _currentStance = stance; }
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void SetStance( EQ::constants::StanceType stance ) { _currentStance = stance; }
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void SetHatedCount( int count ) { _hatedCount = count; }
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void Sit();
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@@ -270,7 +270,7 @@ public:
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protected:
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void CalcItemBonuses(StatBonuses* newbon);
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void AddItemBonuses(const EQEmu::ItemData *item, StatBonuses* newbon);
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void AddItemBonuses(const EQ::ItemData *item, StatBonuses* newbon);
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int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
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int16 GetFocusEffect(focusType type, uint16 spell_id);
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@@ -280,8 +280,8 @@ protected:
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Timer evade_timer; // can be moved to pTimers at some point
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uint16 skills[EQEmu::skills::HIGHEST_SKILL + 1];
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uint32 equipment[EQEmu::invslot::EQUIPMENT_COUNT]; //this is an array of item IDs
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uint16 skills[EQ::skills::HIGHEST_SKILL + 1];
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uint32 equipment[EQ::invslot::EQUIPMENT_COUNT]; //this is an array of item IDs
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uint16 d_melee_texture1; //this is an item Material value
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uint16 d_melee_texture2; //this is an item Material value (offhand)
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uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
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@@ -373,9 +373,9 @@ private:
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uint8 _CostFormula;
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uint8 _NameType;
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uint8 _OwnerClientVersion;
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EQEmu::constants::StanceType _currentStance;
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EQ::constants::StanceType _currentStance;
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EQEmu::InventoryProfile m_inv;
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EQ::InventoryProfile m_inv;
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int32 max_end;
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int32 cur_end;
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bool _medding;
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