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-Damage mostly works
-Death kinda sorta works; need to fix an ordering issue in source (we send death before damage on killing blow) -Fix animation -Fix auto attack -Camp
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@@ -525,6 +525,68 @@ namespace Laurion {
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};
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/*
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Flags for special:
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WildRampage: 0x1
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Rampage: 0x2
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NoCastOnText: 0x4
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DoubleBowShot: 0x8
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UnknownSpellFlag: 0x10
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Flurry: 0x20
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Riposte: 0x40
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Critical: 0x80
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Lucky: 0x100
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FinishingBlow: 0x200
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CripplingBlow: 0x400
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Assassinate: 0x800
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DeadlyStrike: 0x1000
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SlayUndead: 0x2000
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Headshot: 0x4000
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Strikethrough: 0x8000
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LuckyRiposte: 0x10000
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Twincast: 0x20000
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Might be more flags beyond this but I'm not sure
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*/
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struct CombatDamage_Struct
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{
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/*000*/ uint16 target;
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/*002*/ uint16 source;
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/*004*/ uint32 unknown1; //not read by the client
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/*008*/ int64 damage;
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/*016*/ uint32 special; //flags; will document above
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/*020*/ int32 spellid;
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/*024*/ uint32 spell_level; //spell caster level (unconfirmed; it is used for the spell link)
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/*028*/ float force; //I haven't actually been able to confirm these three yet
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/*032*/ float hit_heading;
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/*036*/ int32 hit_pitch;
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/*040*/ uint8 type;
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/*041*/ uint8 padding[3];
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/*044*/ uint32 unknown2; //not read by the client
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/*048*/
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};
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struct Animation_Struct {
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/*00*/ uint16 spawnid;
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/*02*/ uint8 action;
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/*03*/ uint8 speed;
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/*04*/
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};
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struct Death_Struct
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{
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/*000*/ uint32 spawn_id;
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/*004*/ uint32 killer_id;
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/*008*/ uint32 corpseid; //not read by client
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/*012*/ uint32 unknown1; //not read by client
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/*016*/ uint32 spell_id;
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/*020*/ uint32 attack_skill;
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/*024*/ uint64 damage;
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/*032*/ uint32 unknown2; //not read by client
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/*036*/ uint32 unknown3; //not read by client
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/*040*/
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};
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#pragma pack()
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}; //end namespace structs
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