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https://github.com/EQEmu/Server.git
synced 2026-08-30 17:58:16 +00:00
Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)
This commit is contained in:
+66
-66
@@ -54,7 +54,7 @@ class MobMovementManager;
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const int COLLISION_BOX_SIZE = 8;
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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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class ItemInstance;
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@@ -145,7 +145,7 @@ public:
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uint32 in_drakkin_heritage,
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uint32 in_drakkin_tattoo,
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uint32 in_drakkin_details,
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EQEmu::TintProfile in_armor_tint,
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EQ::TintProfile in_armor_tint,
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uint8 in_aa_title,
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uint8 in_see_invis, // see through invis
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uint8 in_see_invis_undead, // see through invis vs. undead
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@@ -193,26 +193,26 @@ public:
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virtual void RangedAttack(Mob* other) { }
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virtual void ThrowingAttack(Mob* other) { }
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// 13 = Primary (default), 14 = secondary
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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 Attack(Mob* other, int Hand = EQ::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
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bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) = 0;
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void DoAttack(Mob *other, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
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int MonkSpecialAttack(Mob* other, uint8 skill_used);
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virtual void TryBackstab(Mob *other,int ReuseTime = 10);
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bool AvoidDamage(Mob *attacker, DamageHitInfo &hit);
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int compute_tohit(EQEmu::skills::SkillType skillinuse);
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int GetTotalToHit(EQEmu::skills::SkillType skill, int chance_mod); // compute_tohit + spell bonuses
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int compute_tohit(EQ::skills::SkillType skillinuse);
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int GetTotalToHit(EQ::skills::SkillType skill, int chance_mod); // compute_tohit + spell bonuses
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int compute_defense();
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int GetTotalDefense(); // compute_defense + spell bonuses
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bool CheckHitChance(Mob* attacker, DamageHitInfo &hit);
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void TryCriticalHit(Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
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void TryPetCriticalHit(Mob *defender, DamageHitInfo &hit);
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virtual bool TryFinishingBlow(Mob *defender, int &damage);
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int TryHeadShot(Mob* defender, EQEmu::skills::SkillType skillInUse);
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int TryAssassinate(Mob* defender, EQEmu::skills::SkillType skillInUse);
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int TryHeadShot(Mob* defender, EQ::skills::SkillType skillInUse);
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int TryAssassinate(Mob* defender, EQ::skills::SkillType skillInUse);
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virtual void DoRiposte(Mob* defender);
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void ApplyMeleeDamageMods(uint16 skill, int &damage, Mob * defender = nullptr, ExtraAttackOptions *opts = nullptr);
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int ACSum();
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int offense(EQEmu::skills::SkillType skill);
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int offense(EQ::skills::SkillType skill);
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int GetBestMeleeSkill();
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void CalcAC() { mitigation_ac = ACSum(); }
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int GetACSoftcap();
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@@ -251,11 +251,11 @@ public:
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************************************************
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*/
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EQEmu::InternalTextureProfile mob_texture_profile = {};
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EQ::InternalTextureProfile mob_texture_profile = {};
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bool IsInvisible(Mob* other = 0) const;
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EQEmu::skills::SkillType AttackAnimation(int Hand, const EQEmu::ItemInstance* weapon, EQEmu::skills::SkillType skillinuse = EQEmu::skills::Skill1HBlunt);
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EQ::skills::SkillType AttackAnimation(int Hand, const EQ::ItemInstance* weapon, EQ::skills::SkillType skillinuse = EQ::skills::Skill1HBlunt);
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inline bool GetSeeInvisible(uint8 see_invis);
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inline bool SeeHide() const { return see_hide; }
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@@ -275,7 +275,7 @@ public:
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void ChangeSize(float in_size, bool bNoRestriction = false);
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void DoAnim(const int animnum, int type=0, bool ackreq = true, eqFilterType filter = FilterNone);
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void ProjectileAnimation(Mob* to, int item_id, bool IsArrow = false, float speed = 0, float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr, EQEmu::skills::SkillType skillInUse = EQEmu::skills::SkillArchery);
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void ProjectileAnimation(Mob* to, int item_id, bool IsArrow = false, float speed = 0, float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr, EQ::skills::SkillType skillInUse = EQ::skills::SkillArchery);
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void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5, Client *specific_target=nullptr);
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void SendLevelAppearance();
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void SendStunAppearance();
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@@ -285,7 +285,7 @@ public:
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//Song
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bool UseBardSpellLogic(uint16 spell_id = 0xffff, int slot = -1);
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bool ApplyNextBardPulse(uint16 spell_id, Mob *spell_target, EQEmu::spells::CastingSlot slot);
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bool ApplyNextBardPulse(uint16 spell_id, Mob *spell_target, EQ::spells::CastingSlot slot);
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void BardPulse(uint16 spell_id, Mob *caster);
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//Spell
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@@ -309,31 +309,31 @@ public:
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int level_override = -1);
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int GetResist(uint8 resist_type);
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int ResistPhysical(int level_diff, uint8 caster_level);
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int ResistElementalWeaponDmg(const EQEmu::ItemInstance *item);
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int CheckBaneDamage(const EQEmu::ItemInstance *item);
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int ResistElementalWeaponDmg(const EQ::ItemInstance *item);
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int CheckBaneDamage(const EQ::ItemInstance *item);
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uint16 GetSpecializeSkillValue(uint16 spell_id) const;
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void SendSpellBarDisable();
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void SendSpellBarEnable(uint16 spellid);
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void ZeroCastingVars();
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virtual void SpellProcess();
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virtual bool CastSpell(uint16 spell_id, uint16 target_id, EQEmu::spells::CastingSlot slot = EQEmu::spells::CastingSlot::Item, int32 casttime = -1,
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virtual bool CastSpell(uint16 spell_id, uint16 target_id, EQ::spells::CastingSlot slot = EQ::spells::CastingSlot::Item, int32 casttime = -1,
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int32 mana_cost = -1, uint32* oSpellWillFinish = 0, uint32 item_slot = 0xFFFFFFFF,
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uint32 timer = 0xFFFFFFFF, uint32 timer_duration = 0, int16 *resist_adjust = nullptr,
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uint32 aa_id = 0);
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virtual bool DoCastSpell(uint16 spell_id, uint16 target_id, EQEmu::spells::CastingSlot slot = EQEmu::spells::CastingSlot::Item, int32 casttime = -1,
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virtual bool DoCastSpell(uint16 spell_id, uint16 target_id, EQ::spells::CastingSlot slot = EQ::spells::CastingSlot::Item, int32 casttime = -1,
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int32 mana_cost = -1, uint32* oSpellWillFinish = 0, uint32 item_slot = 0xFFFFFFFF,
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uint32 timer = 0xFFFFFFFF, uint32 timer_duration = 0, int16 resist_adjust = 0,
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uint32 aa_id = 0);
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void CastedSpellFinished(uint16 spell_id, uint32 target_id, EQEmu::spells::CastingSlot slot, uint16 mana_used,
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void CastedSpellFinished(uint16 spell_id, uint32 target_id, EQ::spells::CastingSlot slot, uint16 mana_used,
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uint32 inventory_slot = 0xFFFFFFFF, int16 resist_adjust = 0);
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bool SpellFinished(uint16 spell_id, Mob *target, EQEmu::spells::CastingSlot slot = EQEmu::spells::CastingSlot::Item, uint16 mana_used = 0,
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bool SpellFinished(uint16 spell_id, Mob *target, EQ::spells::CastingSlot slot = EQ::spells::CastingSlot::Item, uint16 mana_used = 0,
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uint32 inventory_slot = 0xFFFFFFFF, int16 resist_adjust = 0, bool isproc = false, int level_override = -1);
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void SendBeginCast(uint16 spell_id, uint32 casttime);
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virtual bool SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect = false,
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bool use_resist_adjust = false, int16 resist_adjust = 0, bool isproc = false, int level_override = -1);
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virtual bool SpellEffect(Mob* caster, uint16 spell_id, float partial = 100, int level_override = -1);
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virtual bool DetermineSpellTargets(uint16 spell_id, Mob *&spell_target, Mob *&ae_center,
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CastAction_type &CastAction, EQEmu::spells::CastingSlot slot, bool isproc = false);
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CastAction_type &CastAction, EQ::spells::CastingSlot slot, bool isproc = false);
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virtual bool CheckFizzle(uint16 spell_id);
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virtual bool CheckSpellLevelRestriction(uint16 spell_id);
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virtual bool IsImmuneToSpell(uint16 spell_id, Mob *caster);
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@@ -432,7 +432,7 @@ public:
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void SetTwoHanderEquipped(bool val) { has_twohanderequipped = val; }
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bool CanFacestab() { return can_facestab; }
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void SetFacestab(bool val) { can_facestab = val; }
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virtual uint16 GetSkill(EQEmu::skills::SkillType skill_num) const { return 0; }
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virtual uint16 GetSkill(EQ::skills::SkillType skill_num) const { return 0; }
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virtual uint32 GetEquippedItemFromTextureSlot(uint8 material_slot) const { return(0); }
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virtual int32 GetEquipmentMaterial(uint8 material_slot) const;
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virtual int32 GetHerosForgeModel(uint8 material_slot) const;
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@@ -440,8 +440,8 @@ public:
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virtual uint32 IsEliteMaterialItem(uint8 material_slot) const;
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bool CanClassEquipItem(uint32 item_id);
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bool AffectedBySpellExcludingSlot(int slot, int effect);
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill) = 0;
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill,
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQ::skills::SkillType attack_skill) = 0;
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQ::skills::SkillType attack_skill,
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bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None) = 0;
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inline virtual void SetHP(int32 hp) { if (hp >= max_hp) current_hp = max_hp; else current_hp = hp;}
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bool ChangeHP(Mob* other, int32 amount, uint16 spell_id = 0, int8 buffslot = -1, bool iBuffTic = false);
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@@ -453,7 +453,7 @@ public:
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virtual inline uint8 GetBaseGender() const { return base_gender; }
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virtual uint16 GetFactionRace();
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virtual inline uint16 GetDeity() const { return deity; }
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virtual EQEmu::deity::DeityTypeBit GetDeityBit() { return EQEmu::deity::ConvertDeityTypeToDeityTypeBit((EQEmu::deity::DeityType)deity); }
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virtual EQ::deity::DeityTypeBit GetDeityBit() { return EQ::deity::ConvertDeityTypeToDeityTypeBit((EQ::deity::DeityType)deity); }
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inline uint16 GetRace() const { return race; }
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inline uint16 GetModel() const { return (use_model == 0) ? race : use_model; }
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inline uint8 GetGender() const { return gender; }
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@@ -483,7 +483,7 @@ public:
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inline void ChangeDrakkinHeritage(uint8 in) { drakkin_heritage = in; }
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inline void ChangeDrakkinTattoo(uint8 in) { drakkin_tattoo = in; }
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inline void ChangeDrakkinDetails(uint8 in) { drakkin_details = in; }
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inline uint32 GetArmorTint(uint8 i) const { return armor_tint.Slot[(i < EQEmu::textures::materialCount) ? i : 0].Color; }
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inline uint32 GetArmorTint(uint8 i) const { return armor_tint.Slot[(i < EQ::textures::materialCount) ? i : 0].Color; }
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inline uint8 GetClass() const { return class_; }
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inline uint8 GetLevel() const { return level; }
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inline uint8 GetOrigLevel() const { return orig_level; }
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@@ -680,7 +680,7 @@ public:
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static uint8 GetDefaultGender(uint16 in_race, uint8 in_gender = 0xFF);
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static bool IsPlayerRace(uint16 in_race);
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uint16 GetSkillByItemType(int ItemType);
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uint8 GetItemTypeBySkill(EQEmu::skills::SkillType skill);
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uint8 GetItemTypeBySkill(EQ::skills::SkillType skill);
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virtual void MakePet(uint16 spell_id, const char* pettype, const char *petname = nullptr);
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virtual void MakePoweredPet(uint16 spell_id, const char* pettype, int16 petpower, const char *petname = nullptr, float in_size = 0.0f);
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bool IsWarriorClass() const;
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@@ -709,7 +709,7 @@ public:
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inline AuraMgr &GetAuraMgr() { return aura_mgr; } // mainly used for zone db loading/saving
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//Procs
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void TriggerDefensiveProcs(Mob *on, uint16 hand = EQEmu::invslot::slotPrimary, bool FromSkillProc = false, int damage = 0);
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void TriggerDefensiveProcs(Mob *on, uint16 hand = EQ::invslot::slotPrimary, bool FromSkillProc = false, int damage = 0);
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bool AddRangedProc(uint16 spell_id, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN);
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bool RemoveRangedProc(uint16 spell_id, bool bAll = false);
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bool HasRangedProcs() const;
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@@ -796,7 +796,7 @@ public:
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int32 GetVulnerability(Mob* caster, uint32 spell_id, uint32 ticsremaining);
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int32 GetFcDamageAmtIncoming(Mob *caster, uint32 spell_id, bool use_skill = false, uint16 skill=0);
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int32 GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spell_id);
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int16 GetSkillDmgTaken(const EQEmu::skills::SkillType skill_used, ExtraAttackOptions *opts = nullptr);
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int16 GetSkillDmgTaken(const EQ::skills::SkillType skill_used, ExtraAttackOptions *opts = nullptr);
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void DoKnockback(Mob *caster, uint32 pushback, uint32 pushup);
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int16 CalcResistChanceBonus();
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int16 CalcFearResistChance();
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@@ -829,8 +829,8 @@ public:
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inline void SetSpellPowerDistanceMod(int16 value) { SpellPowerDistanceMod = value; };
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int32 GetSpellStat(uint32 spell_id, const char *identifier, uint8 slot = 0);
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void ModSkillDmgTaken(EQEmu::skills::SkillType skill_num, int value);
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int16 GetModSkillDmgTaken(const EQEmu::skills::SkillType skill_num);
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void ModSkillDmgTaken(EQ::skills::SkillType skill_num, int value);
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int16 GetModSkillDmgTaken(const EQ::skills::SkillType skill_num);
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void ModVulnerability(uint8 resist, int16 value);
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int16 GetModVulnerability(const uint8 resist);
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@@ -856,17 +856,17 @@ public:
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bool IsDestructibleObject() { return destructibleobject; }
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void SetDestructibleObject(bool in) { destructibleobject = in; }
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inline uint8 GetInnateLightType() { return m_Light.Type[EQEmu::lightsource::LightInnate]; }
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inline uint8 GetEquipmentLightType() { return m_Light.Type[EQEmu::lightsource::LightEquipment]; }
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inline uint8 GetSpellLightType() { return m_Light.Type[EQEmu::lightsource::LightSpell]; }
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inline uint8 GetInnateLightType() { return m_Light.Type[EQ::lightsource::LightInnate]; }
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inline uint8 GetEquipmentLightType() { return m_Light.Type[EQ::lightsource::LightEquipment]; }
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inline uint8 GetSpellLightType() { return m_Light.Type[EQ::lightsource::LightSpell]; }
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virtual void UpdateEquipmentLight() { m_Light.Type[EQEmu::lightsource::LightEquipment] = 0; m_Light.Level[EQEmu::lightsource::LightEquipment] = 0; }
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inline void SetSpellLightType(uint8 light_type) { m_Light.Type[EQEmu::lightsource::LightSpell] = (light_type & 0x0F); m_Light.Level[EQEmu::lightsource::LightSpell] = EQEmu::lightsource::TypeToLevel(m_Light.Type[EQEmu::lightsource::LightSpell]); }
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virtual void UpdateEquipmentLight() { m_Light.Type[EQ::lightsource::LightEquipment] = 0; m_Light.Level[EQ::lightsource::LightEquipment] = 0; }
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inline void SetSpellLightType(uint8 light_type) { m_Light.Type[EQ::lightsource::LightSpell] = (light_type & 0x0F); m_Light.Level[EQ::lightsource::LightSpell] = EQ::lightsource::TypeToLevel(m_Light.Type[EQ::lightsource::LightSpell]); }
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inline uint8 GetActiveLightType() { return m_Light.Type[EQEmu::lightsource::LightActive]; }
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inline uint8 GetActiveLightType() { return m_Light.Type[EQ::lightsource::LightActive]; }
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bool UpdateActiveLight(); // returns true if change, false if no change
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EQEmu::LightSourceProfile* GetLightProfile() { return &m_Light; }
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EQ::LightSourceProfile* GetLightProfile() { return &m_Light; }
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Mob* GetPet();
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void SetPet(Mob* newpet);
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@@ -917,7 +917,7 @@ public:
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virtual int GetHaste();
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int32 GetMeleeMitigation();
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uint8 GetWeaponDamageBonus(const EQEmu::ItemData* weapon, bool offhand = false);
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uint8 GetWeaponDamageBonus(const EQ::ItemData* weapon, bool offhand = false);
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const DamageTable &GetDamageTable() const;
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void ApplyDamageTable(DamageHitInfo &hit);
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virtual int GetHandToHandDamage(void);
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@@ -942,11 +942,11 @@ public:
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int32 AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTic, Mob* attacker);
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int32 ReduceAllDamage(int32 damage);
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void DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int base_damage, int min_damage = 0, int32 hate_override = -1, int ReuseTime = 10);
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virtual void DoThrowingAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon = nullptr, const EQEmu::ItemData* AmmoItem = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, int AmmoSlot = 0, float speed = 4.0f);
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void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, EQEmu::skills::SkillType skillinuse, int16 chance_mod = 0, int16 focus = 0, bool CanRiposte = false, int ReuseTime = 0);
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virtual void DoArcheryAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon = nullptr, const EQEmu::ItemInstance* Ammo = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, uint32 ammo_id = 0, const EQEmu::ItemData *AmmoItem = nullptr, int AmmoSlot = 0, float speed = 4.0f);
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bool TryProjectileAttack(Mob* other, const EQEmu::ItemData *item, EQEmu::skills::SkillType skillInUse, uint16 weapon_dmg, const EQEmu::ItemInstance* RangeWeapon, const EQEmu::ItemInstance* Ammo, int AmmoSlot, float speed);
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void DoSpecialAttackDamage(Mob *who, EQ::skills::SkillType skill, int base_damage, int min_damage = 0, int32 hate_override = -1, int ReuseTime = 10);
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virtual void DoThrowingAttackDmg(Mob* other, const EQ::ItemInstance* RangeWeapon = nullptr, const EQ::ItemData* AmmoItem = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, int AmmoSlot = 0, float speed = 4.0f);
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void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, EQ::skills::SkillType skillinuse, int16 chance_mod = 0, int16 focus = 0, bool CanRiposte = false, int ReuseTime = 0);
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virtual void DoArcheryAttackDmg(Mob* other, const EQ::ItemInstance* RangeWeapon = nullptr, const EQ::ItemInstance* Ammo = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, uint32 ammo_id = 0, const EQ::ItemData *AmmoItem = nullptr, int AmmoSlot = 0, float speed = 4.0f);
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bool TryProjectileAttack(Mob* other, const EQ::ItemData *item, EQ::skills::SkillType skillInUse, uint16 weapon_dmg, const EQ::ItemInstance* RangeWeapon, const EQ::ItemInstance* Ammo, int AmmoSlot, float speed);
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void ProjectileAttack();
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inline bool HasProjectileAttack() const { return ActiveProjectileATK; }
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inline void SetProjectileAttack(bool value) { ActiveProjectileATK = value; }
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@@ -1083,7 +1083,7 @@ public:
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// HP Event
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inline int GetNextHPEvent() const { return nexthpevent; }
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void SetNextHPEvent( int hpevent );
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void SendItemAnimation(Mob *to, const EQEmu::ItemData *item, EQEmu::skills::SkillType skillInUse, float velocity = 4.0);
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void SendItemAnimation(Mob *to, const EQ::ItemData *item, EQ::skills::SkillType skillInUse, float velocity = 4.0);
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inline int& GetNextIncHPEvent() { return nextinchpevent; }
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void SetNextIncHPEvent( int inchpevent );
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@@ -1136,7 +1136,7 @@ public:
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bool HasSpellEffect(int effectid);
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int mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster, uint16 caster_id);
|
||||
float mod_hit_chance(float chancetohit, EQEmu::skills::SkillType skillinuse, Mob* attacker);
|
||||
float mod_hit_chance(float chancetohit, EQ::skills::SkillType skillinuse, Mob* attacker);
|
||||
float mod_riposte_chance(float ripostchance, Mob* attacker);
|
||||
float mod_block_chance(float blockchance, Mob* attacker);
|
||||
float mod_parry_chance(float parrychance, Mob* attacker);
|
||||
@@ -1147,11 +1147,11 @@ public:
|
||||
int32 mod_kick_damage(int32 dmg);
|
||||
int32 mod_bash_damage(int32 dmg);
|
||||
int32 mod_frenzy_damage(int32 dmg);
|
||||
int32 mod_monk_special_damage(int32 ndamage, EQEmu::skills::SkillType skill_type);
|
||||
int32 mod_monk_special_damage(int32 ndamage, EQ::skills::SkillType skill_type);
|
||||
int32 mod_backstab_damage(int32 ndamage);
|
||||
int mod_archery_bonus_chance(int bonuschance, const EQEmu::ItemInstance* RangeWeapon);
|
||||
uint32 mod_archery_bonus_damage(uint32 MaxDmg, const EQEmu::ItemInstance* RangeWeapon);
|
||||
int32 mod_archery_damage(int32 TotalDmg, bool hasbonus, const EQEmu::ItemInstance* RangeWeapon);
|
||||
int mod_archery_bonus_chance(int bonuschance, const EQ::ItemInstance* RangeWeapon);
|
||||
uint32 mod_archery_bonus_damage(uint32 MaxDmg, const EQ::ItemInstance* RangeWeapon);
|
||||
int32 mod_archery_damage(int32 TotalDmg, bool hasbonus, const EQ::ItemInstance* RangeWeapon);
|
||||
uint16 mod_throwing_damage(uint16 MaxDmg);
|
||||
int32 mod_cast_time(int32 cast_time);
|
||||
int mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id);
|
||||
@@ -1166,7 +1166,7 @@ public:
|
||||
uint32 Tune_GetMeanDamage(Mob* GM, Mob *attacker, int32 damage, int32 minhit, ExtraAttackOptions *opts = nullptr, int Msg = 0,int ac_override=0, int atk_override=0, int add_ac=0, int add_atk = 0);
|
||||
void Tune_FindATKByPctMitigation(Mob* defender, Mob *attacker, float pct_mitigation, int interval = 50, int max_loop = 100, int ac_override=0,int Msg =0);
|
||||
void Tune_FindACByPctMitigation(Mob* defender, Mob *attacker, float pct_mitigation, int interval = 50, int max_loop = 100, int atk_override=0,int Msg =0);
|
||||
float Tune_CheckHitChance(Mob* defender, Mob* attacker, EQEmu::skills::SkillType skillinuse, int Hand, int16 chance_mod, int Msg = 1, int acc_override = 0, int avoid_override = 0, int add_acc = 0, int add_avoid = 0);
|
||||
float Tune_CheckHitChance(Mob* defender, Mob* attacker, EQ::skills::SkillType skillinuse, int Hand, int16 chance_mod, int Msg = 1, int acc_override = 0, int avoid_override = 0, int add_acc = 0, int add_avoid = 0);
|
||||
void Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_chance, int interval, int max_loop, int avoid_override, int Msg = 0);
|
||||
void Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_chance, int interval, int max_loop, int acc_override, int Msg = 0);
|
||||
|
||||
@@ -1187,8 +1187,8 @@ public:
|
||||
void AddAssistCap() { ++npc_assist_cap; }
|
||||
void DelAssistCap() { --npc_assist_cap; }
|
||||
void ResetAssistCap() { npc_assist_cap = 0; }
|
||||
int GetWeaponDamage(Mob *against, const EQEmu::ItemData *weapon_item);
|
||||
int GetWeaponDamage(Mob *against, const EQEmu::ItemInstance *weapon_item, uint32 *hate = nullptr);
|
||||
int GetWeaponDamage(Mob *against, const EQ::ItemData *weapon_item);
|
||||
int GetWeaponDamage(Mob *against, const EQ::ItemInstance *weapon_item, uint32 *hate = nullptr);
|
||||
|
||||
int32 GetHPRegen() const;
|
||||
int32 GetManaRegen() const;
|
||||
@@ -1214,7 +1214,7 @@ public:
|
||||
#endif
|
||||
|
||||
protected:
|
||||
void CommonDamage(Mob* other, int &damage, const uint16 spell_id, const EQEmu::skills::SkillType attack_skill, bool &avoidable, const int8 buffslot, const bool iBuffTic, eSpecialAttacks specal = eSpecialAttacks::None);
|
||||
void CommonDamage(Mob* other, int &damage, const uint16 spell_id, const EQ::skills::SkillType attack_skill, bool &avoidable, const int8 buffslot, const bool iBuffTic, eSpecialAttacks specal = eSpecialAttacks::None);
|
||||
static uint16 GetProcID(uint16 spell_id, uint8 effect_index);
|
||||
float _GetMovementSpeed(int mod) const;
|
||||
int _GetWalkSpeed() const;
|
||||
@@ -1231,7 +1231,7 @@ protected:
|
||||
std::vector<uint16> RampageArray;
|
||||
std::map<std::string, std::string> m_EntityVariables;
|
||||
|
||||
int16 SkillDmgTaken_Mod[EQEmu::skills::HIGHEST_SKILL + 2];
|
||||
int16 SkillDmgTaken_Mod[EQ::skills::HIGHEST_SKILL + 2];
|
||||
int16 Vulnerability_Mod[HIGHEST_RESIST+2];
|
||||
bool m_AllowBeneficial;
|
||||
bool m_DisableMelee;
|
||||
@@ -1341,19 +1341,19 @@ protected:
|
||||
void TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false); // hand = SlotCharm?
|
||||
bool PassLimitToSkill(uint16 spell_id, uint16 skill);
|
||||
bool PassLimitClass(uint32 Classes_, uint16 Class_);
|
||||
void TryDefensiveProc(Mob *on, uint16 hand = EQEmu::invslot::slotPrimary);
|
||||
void TryWeaponProc(const EQEmu::ItemInstance* inst, const EQEmu::ItemData* weapon, Mob *on, uint16 hand = EQEmu::invslot::slotPrimary);
|
||||
void TrySpellProc(const EQEmu::ItemInstance* inst, const EQEmu::ItemData* weapon, Mob *on, uint16 hand = EQEmu::invslot::slotPrimary);
|
||||
void TryWeaponProc(const EQEmu::ItemInstance* weapon, Mob *on, uint16 hand = EQEmu::invslot::slotPrimary);
|
||||
void ExecWeaponProc(const EQEmu::ItemInstance* weapon, uint16 spell_id, Mob *on, int level_override = -1);
|
||||
virtual float GetProcChances(float ProcBonus, uint16 hand = EQEmu::invslot::slotPrimary);
|
||||
virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = EQEmu::invslot::slotPrimary, Mob *on = nullptr);
|
||||
void TryDefensiveProc(Mob *on, uint16 hand = EQ::invslot::slotPrimary);
|
||||
void TryWeaponProc(const EQ::ItemInstance* inst, const EQ::ItemData* weapon, Mob *on, uint16 hand = EQ::invslot::slotPrimary);
|
||||
void TrySpellProc(const EQ::ItemInstance* inst, const EQ::ItemData* weapon, Mob *on, uint16 hand = EQ::invslot::slotPrimary);
|
||||
void TryWeaponProc(const EQ::ItemInstance* weapon, Mob *on, uint16 hand = EQ::invslot::slotPrimary);
|
||||
void ExecWeaponProc(const EQ::ItemInstance* weapon, uint16 spell_id, Mob *on, int level_override = -1);
|
||||
virtual float GetProcChances(float ProcBonus, uint16 hand = EQ::invslot::slotPrimary);
|
||||
virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = EQ::invslot::slotPrimary, Mob *on = nullptr);
|
||||
virtual float GetSkillProcChances(uint16 ReuseTime, uint16 hand = 0); // hand = MainCharm?
|
||||
uint16 GetWeaponSpeedbyHand(uint16 hand);
|
||||
#ifdef BOTS
|
||||
virtual
|
||||
#endif
|
||||
int GetBaseSkillDamage(EQEmu::skills::SkillType skill, Mob *target = nullptr);
|
||||
int GetBaseSkillDamage(EQ::skills::SkillType skill, Mob *target = nullptr);
|
||||
virtual int16 GetFocusEffect(focusType type, uint16 spell_id) { return 0; }
|
||||
void CalculateNewFearpoint();
|
||||
float FindGroundZ(float new_x, float new_y, float z_offset=0.0);
|
||||
@@ -1379,7 +1379,7 @@ protected:
|
||||
// ideally we should use real models, but this should be quick and work mostly
|
||||
glm::vec4 m_CollisionBox[COLLISION_BOX_SIZE];
|
||||
|
||||
EQEmu::LightSourceProfile m_Light;
|
||||
EQ::LightSourceProfile m_Light;
|
||||
|
||||
float fixedZ;
|
||||
EmuAppearance _appearance;
|
||||
@@ -1403,7 +1403,7 @@ protected:
|
||||
int attacked_count;
|
||||
bool delaytimer;
|
||||
uint16 casting_spell_targetid;
|
||||
EQEmu::spells::CastingSlot casting_spell_slot;
|
||||
EQ::spells::CastingSlot casting_spell_slot;
|
||||
uint16 casting_spell_mana;
|
||||
uint32 casting_spell_inventory_slot;
|
||||
uint32 casting_spell_timer;
|
||||
@@ -1413,7 +1413,7 @@ protected:
|
||||
uint32 casting_spell_aa_id;
|
||||
bool casting_spell_checks;
|
||||
uint16 bardsong;
|
||||
EQEmu::spells::CastingSlot bardsong_slot;
|
||||
EQ::spells::CastingSlot bardsong_slot;
|
||||
uint32 bardsong_target_id;
|
||||
|
||||
bool ActiveProjectileATK;
|
||||
@@ -1438,7 +1438,7 @@ protected:
|
||||
uint32 drakkin_heritage;
|
||||
uint32 drakkin_tattoo;
|
||||
uint32 drakkin_details;
|
||||
EQEmu::TintProfile armor_tint;
|
||||
EQ::TintProfile armor_tint;
|
||||
|
||||
uint8 aa_title;
|
||||
|
||||
@@ -1567,7 +1567,7 @@ protected:
|
||||
glm::vec3 m_TargetRing;
|
||||
|
||||
// we might want to do this differently, we gotta do max NPC buffs ... which is 97
|
||||
uint32 m_spellHitsLeft[EQEmu::spells::TOTAL_BUFFS]; // Used to track which spells will have their numhits incremented when spell finishes casting
|
||||
uint32 m_spellHitsLeft[EQ::spells::TOTAL_BUFFS]; // Used to track which spells will have their numhits incremented when spell finishes casting
|
||||
GravityBehavior flymode;
|
||||
bool m_targetable;
|
||||
int QGVarDuration(const char *fmt);
|
||||
|
||||
Reference in New Issue
Block a user