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More mob_info work
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+23
-1
@@ -320,6 +320,9 @@ public:
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inline bool IsGuarding() const { return(m_GuardPoint.w != 0); }
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void SaveGuardSpotCharm();
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uint16 GetMeleeTexture1() const;
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uint16 GetMeleeTexture2() const;
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void RestoreGuardSpotCharm();
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void AI_SetRoambox(
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@@ -349,6 +352,13 @@ public:
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inline const uint32 GetNPCSpellsID() const { return npc_spells_id; }
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inline const uint32 GetNPCSpellsEffectsID() const { return npc_spells_effects_id; }
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float GetProximityMinX();
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float GetProximityMaxX();
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float GetProximityMinY();
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float GetProximityMaxY();
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float GetProximityMinZ();
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float GetProximityMaxZ();
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ItemList itemlist; //kathgar - why is this public? Doing other things or I would check the code
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NPCProximity* proximity;
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@@ -443,6 +453,17 @@ public:
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bool IgnoreDespawn() { return ignore_despawn; }
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float GetRoamboxMaxX() const;
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float GetRoamboxMaxY() const;
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float GetRoamboxMinX() const;
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float GetRoamboxMinY() const;
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float GetRoamboxDistance() const;
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float GetRoamboxDestinationX() const;
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float GetRoamboxDestinationY() const;
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float GetRoamboxDestinationZ() const;
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uint32 GetRoamboxDelay() const;
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uint32 GetRoamboxMinDelay() const;
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std::unique_ptr<Timer> AIautocastspell_timer;
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protected:
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@@ -557,7 +578,8 @@ protected:
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uint32 equipment[EQEmu::invslot::EQUIPMENT_COUNT]; //this is an array of item IDs
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uint32 herosforgemodel; //this is the Hero Forge Armor Model (i.e 63 or 84 or 203)
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uint16 d_melee_texture1; //this is an item Material value
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uint16 d_melee_texture1;
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//this is an item Material value
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uint16 d_melee_texture2; //this is an item Material value (offhand)
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const char* ammo_idfile; //this determines projectile graphic "IT###" (see item field 'idfile')
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uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
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