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Changed ItemTypes to ItemUseTypes
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+20
-20
@@ -64,43 +64,43 @@ bool Mob::AttackAnimation(SkillType &skillinuse, int Hand, const ItemInst* weapo
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#endif
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switch (item->ItemType)
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{
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case ItemType1HS: // 1H Slashing
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case ItemType1HSlash: // 1H Slashing
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{
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skillinuse = _1H_SLASHING;
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type = anim1HWeapon;
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break;
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}
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case ItemType2HS: // 2H Slashing
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case ItemType2HSlash: // 2H Slashing
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{
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skillinuse = _2H_SLASHING;
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type = anim2HSlashing;
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break;
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}
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case ItemTypePierce: // Piercing
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case ItemType1HPiercing: // Piercing
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{
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skillinuse = PIERCING;
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type = animPiercing;
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break;
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}
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case ItemType1HB: // 1H Blunt
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case ItemType1HBlunt: // 1H Blunt
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{
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skillinuse = _1H_BLUNT;
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type = anim1HWeapon;
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break;
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}
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case ItemType2HB: // 2H Blunt
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case ItemType2HBlunt: // 2H Blunt
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{
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skillinuse = _2H_BLUNT;
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type = anim2HWeapon;
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break;
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}
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case ItemType2HPierce: // 2H Piercing
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case ItemType2HPiercing: // 2H Piercing
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{
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skillinuse = PIERCING;
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type = anim2HWeapon;
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break;
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}
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case ItemTypeHand2Hand:
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case ItemTypeMartial:
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{
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skillinuse = HAND_TO_HAND;
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type = animHand2Hand;
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@@ -465,7 +465,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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if(equiped2) {
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uint8 TwoHandBlunt = CastToClient()->m_inv.GetItem(13)->GetItem()->ItemType;
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float bonusStaffBlock = 0.0f;
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if(TwoHandBlunt == ItemType2HB) {
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if(TwoHandBlunt == ItemType2HBlunt) {
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bonusStaffBlock = aabonuses.TwoHandBluntBlock + spellbonuses.TwoHandBluntBlock + itembonuses.TwoHandBluntBlock;
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RollTable[1] += bonusStaffBlock;
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@@ -1771,27 +1771,27 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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}
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switch(weapon->ItemType){
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case ItemType1HS:
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case ItemType1HSlash:
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skillinuse = _1H_SLASHING;
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break;
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case ItemType2HS:
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case ItemType2HSlash:
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skillinuse = _2H_SLASHING;
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break;
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case ItemTypePierce:
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case ItemType2HPierce:
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case ItemType1HPiercing:
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case ItemType2HPiercing:
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skillinuse = PIERCING;
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break;
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case ItemType1HB:
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case ItemType1HBlunt:
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skillinuse = _1H_BLUNT;
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break;
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case ItemType2HB:
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case ItemType2HBlunt:
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skillinuse = _2H_BLUNT;
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break;
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case ItemTypeBow:
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skillinuse = ARCHERY;
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break;
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case ItemTypeThrowing:
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case ItemTypeThrowingv2:
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case ItemTypeLargeThrowing:
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case ItemTypeSmallThrowing:
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skillinuse = THROWING;
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break;
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default:
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@@ -2650,7 +2650,7 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
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// Assert: This function should not be called unless the player is a melee class, as casters do not receive a damage bonus.
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if( Weapon == nullptr || Weapon->ItemType == ItemType1HS || Weapon->ItemType == ItemType1HB || Weapon->ItemType == ItemTypeHand2Hand || Weapon->ItemType == ItemTypePierce )
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if( Weapon == nullptr || Weapon->ItemType == ItemType1HSlash || Weapon->ItemType == ItemType1HBlunt || Weapon->ItemType == ItemTypeMartial || Weapon->ItemType == ItemType1HPiercing )
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{
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// The weapon in the player's main (primary) hand is a one-handed weapon, or there is no item equipped at all.
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//
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@@ -3935,7 +3935,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on
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bool bRangedAttack = false;
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if (weapon != nullptr) {
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if (weapon->ItemType == ItemTypeBow || weapon->ItemType == ItemTypeThrowing || weapon->ItemType == ItemTypeThrowingv2) {
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if (weapon->ItemType == ItemTypeBow || weapon->ItemType == ItemTypeLargeThrowing || weapon->ItemType == ItemTypeSmallThrowing) {
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bRangedAttack = true;
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}
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}
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@@ -3944,8 +3944,8 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on
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if(weapon)
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{
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if(weapon->ItemType == ItemTypeArrow ||
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weapon->ItemType == ItemTypeThrowing ||
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weapon->ItemType == ItemTypeThrowingv2 ||
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weapon->ItemType == ItemTypeLargeThrowing ||
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weapon->ItemType == ItemTypeSmallThrowing ||
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weapon->ItemType == ItemTypeBow)
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{
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isRanged = true;
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