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Changed ItemTypes to ItemUseTypes
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+13
-13
@@ -1969,9 +1969,9 @@ void Mob::SetAttackTimer() {
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//if we have a 2H weapon in our main hand, no dual
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if(PrimaryWeapon != nullptr) {
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if( PrimaryWeapon->ItemClass == ItemClassCommon
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&& (PrimaryWeapon->ItemType == ItemType2HS
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|| PrimaryWeapon->ItemType == ItemType2HB
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|| PrimaryWeapon->ItemType == ItemType2HPierce)) {
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&& (PrimaryWeapon->ItemType == ItemType2HSlash
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|| PrimaryWeapon->ItemType == ItemType2HBlunt
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|| PrimaryWeapon->ItemType == ItemType2HPiercing)) {
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attack_dw_timer.Disable();
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continue;
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}
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@@ -2003,7 +2003,7 @@ void Mob::SetAttackTimer() {
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ItemToUse = nullptr;
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}
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// Check to see if skill is valid
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else if((ItemToUse->ItemType > ItemTypeThrowing) && (ItemToUse->ItemType != ItemTypeHand2Hand) && (ItemToUse->ItemType != ItemType2HPierce)) {
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else if((ItemToUse->ItemType > ItemTypeLargeThrowing) && (ItemToUse->ItemType != ItemTypeMartial) && (ItemToUse->ItemType != ItemType2HPiercing)) {
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//no weapon
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ItemToUse = nullptr;
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}
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@@ -2039,7 +2039,7 @@ void Mob::SetAttackTimer() {
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if(speed < RuleI(Combat, MinHastedDelay))
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speed = RuleI(Combat, MinHastedDelay);
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if(ItemToUse && (ItemToUse->ItemType == ItemTypeBow || ItemToUse->ItemType == ItemTypeThrowing))
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if(ItemToUse && (ItemToUse->ItemType == ItemTypeBow || ItemToUse->ItemType == ItemTypeLargeThrowing))
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{
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if(IsClient())
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{
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@@ -2083,7 +2083,7 @@ bool Mob::CanThisClassDualWield(void) const
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// 2HS, 2HB, or 2HP
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if (inst && inst->IsType(ItemClassCommon)) {
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const Item_Struct* item = inst->GetItem();
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if ((item->ItemType == ItemType2HB) || (item->ItemType == ItemType2HS) || (item->ItemType == ItemType2HPierce))
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if ((item->ItemType == ItemType2HBlunt) || (item->ItemType == ItemType2HSlash) || (item->ItemType == ItemType2HPiercing))
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return false;
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} else {
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//No weapon in hand... using hand-to-hand...
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@@ -4536,19 +4536,19 @@ uint16 Mob::GetSkillByItemType(int ItemType)
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{
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switch (ItemType)
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{
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case ItemType1HS:
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case ItemType1HSlash:
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return _1H_SLASHING;
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case ItemType2HS:
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case ItemType2HSlash:
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return _2H_SLASHING;
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case ItemTypePierce:
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case ItemType1HPiercing:
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return PIERCING;
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case ItemType1HB:
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case ItemType1HBlunt:
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return _1H_BLUNT;
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case ItemType2HB:
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case ItemType2HBlunt:
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return _2H_BLUNT;
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case ItemType2HPierce:
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case ItemType2HPiercing:
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return PIERCING;
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case ItemTypeHand2Hand:
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case ItemTypeMartial:
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return HAND_TO_HAND;
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default:
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return HAND_TO_HAND;
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