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Rampage, Area Rampage, Flurry got new customizable effects. Part of that was adding a new set of stuff to attack.
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@@ -48,7 +48,8 @@ public:
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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, SkillType attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false);
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virtual bool Attack(Mob* other, int Hand = SLOT_PRIMARY, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false);
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virtual bool Attack(Mob* other, int Hand = SLOT_PRIMARY, 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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virtual Raid* GetRaid() { return 0; }
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