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Change space indentation to tabs
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+33
-33
@@ -8,9 +8,9 @@ using namespace std;
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#define MAXMERCS 1
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#define MERC_DEBUG 0
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#define TANK 1
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#define HEALER 2
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#define HEALER 2
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#define MELEEDPS 9
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#define CASTERDPS 12
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#define CASTERDPS 12
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const int MercAISpellRange = 100; // TODO: Write a method that calcs what the merc's spell range is based on spell, equipment, AA, whatever and replace this
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enum MercStanceType {
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@@ -30,7 +30,7 @@ struct MercSpell {
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uint32 type; // 0 = never, must be one (and only one) of the defined values
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int16 stance; // 0 = all, + = only this stance, - = all except this stance
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int16 slot;
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uint16 proc_chance;
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uint16 proc_chance;
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uint32 time_cancast; // when we can cast this spell next
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};
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@@ -156,12 +156,12 @@ public:
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uint32 GetMercTemplateID() { return _MercTemplateID; }
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uint32 GetMercType() { return _MercType; }
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uint32 GetMercSubType() { return _MercSubType; }
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uint8 GetProficiencyID() { return _ProficiencyID; }
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uint8 GetTierID() { return _TierID; }
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uint8 GetProficiencyID() { return _ProficiencyID; }
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uint8 GetTierID() { return _TierID; }
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uint32 GetCostFormula() { return _CostFormula; }
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uint32 GetMercNameType() { return _NameType; }
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uint32 GetStance() { return _currentStance; }
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int GetHatedCount() { return _hatedCount; }
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int GetHatedCount() { return _hatedCount; }
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inline const uint8 GetClientVersion() const { return _OwnerClientVersion; }
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@@ -174,8 +174,8 @@ public:
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void CheckHateList();
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bool CheckTaunt();
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bool CheckAETaunt();
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bool CheckConfidence();
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bool TryHide();
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bool CheckConfidence();
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bool TryHide();
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// stat functions
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virtual void CalcBonuses();
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@@ -267,15 +267,15 @@ public:
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protected:
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void CalcItemBonuses(StatBonuses* newbon);
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void AddItemBonuses(const Item_Struct *item, StatBonuses* newbon);
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int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
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int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
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int16 GetFocusEffect(focusType type, uint16 spell_id);
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std::vector<MercSpell> merc_spells;
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std::map<uint32,MercTimer> timers;
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uint16 skills[HIGHEST_SKILL+1];
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uint32 equipment[MAX_WORN_INVENTORY]; //this is an array of item IDs
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uint16 skills[HIGHEST_SKILL+1];
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uint32 equipment[MAX_WORN_INVENTORY]; //this is an array of item IDs
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uint16 d_meele_texture1; //this is an item Material value
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uint16 d_meele_texture2; //this is an item Material value (offhand)
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uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
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@@ -283,22 +283,22 @@ protected:
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private:
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int16 CalcAC();
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int16 GetACMit();
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int16 GetACAvoid();
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int16 acmod();
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int16 CalcATK();
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//int CalcHaste();
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int16 CalcAC();
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int16 GetACMit();
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int16 GetACAvoid();
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int16 acmod();
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int16 CalcATK();
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//int CalcHaste();
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int16 CalcSTR();
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int16 CalcSTA();
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int16 CalcDEX();
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int16 CalcAGI();
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int16 CalcINT();
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int16 CalcWIS();
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int16 CalcCHA();
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int16 CalcSTR();
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int16 CalcSTA();
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int16 CalcDEX();
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int16 CalcAGI();
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int16 CalcINT();
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int16 CalcWIS();
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int16 CalcCHA();
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int16 CalcMR();
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int16 CalcMR();
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int16 CalcFR();
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int16 CalcDR();
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int16 CalcPR();
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@@ -323,10 +323,10 @@ private:
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void DoEnduranceUpkeep(); //does the endurance upkeep
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void CalcRestState();
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int GroupLeadershipAAHealthEnhancement();
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int GroupLeadershipAAManaEnhancement();
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int GroupLeadershipAAHealthEnhancement();
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int GroupLeadershipAAManaEnhancement();
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int GroupLeadershipAAHealthRegeneration();
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int GroupLeadershipAAOffenseEnhancement();
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int GroupLeadershipAAOffenseEnhancement();
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void GetMercSize();
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void GenerateAppearance();
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@@ -362,8 +362,8 @@ private:
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uint32 _MercTemplateID;
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uint32 _MercType;
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uint32 _MercSubType;
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uint8 _ProficiencyID;
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uint8 _TierID;
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uint8 _ProficiencyID;
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uint8 _TierID;
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uint8 _CostFormula;
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uint8 _NameType;
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uint8 _OwnerClientVersion;
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@@ -375,9 +375,9 @@ private:
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bool _medding;
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bool _suspended;
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bool p_depop;
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bool _check_confidence;
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bool _lost_confidence;
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int _hatedCount;
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bool _check_confidence;
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bool _lost_confidence;
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int _hatedCount;
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uint32 owner_char_id;
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Timer endupkeep_timer;
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Timer rest_timer;
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