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[Spells] Implemented SPA 476 SE_Weapons_Stance and Live-like AA Enable/Disable Toggle (#1477)
* Work started on SPA 476 defines * bonus structure add bonus structure set up * updates spa476 updates spa476 * spell bonus now functional spell bonus working well. * major update with debug messages aa, item and spell now working * Pre clean up, effect implemented working for AA, spells, items, all checked for stacking issues. * removed debug messages removed debug messages * spdat description added spdat description added * minor fix removed debug shout removed unneeded code check. * syntax updates, minor fixes syntax updates, minor fixes * syntax fixes syntax fixes * improvements to code moved function to check at swap item. Easier to manage and more live like behavior. Required minor adjustment Still working on AA toggle. * updates to aa buy, functionalish * Syntax / Formatting * Add break / default to switch * updates * completed v2 * Major revisions Main function check moved to when items are swapped and out of when ever bonus are recalculated. AA Toggle and data structure now more accurate to live. * Update aa.cpp * debug removed * implemented SE_Buy_AA_Rank Closer to live. * Update aa.cpp broadening AA toggle to be more general use. * improved various checks aa toggle is now broadly implemented to be usable with any passive effect. Co-authored-by: Akkadius <akkadius1@gmail.com>
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@@ -432,6 +432,8 @@ public:
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inline void SetTwoHandBluntEquiped(bool val) { has_twohandbluntequiped = val; }
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bool HasTwoHanderEquipped() { return has_twohanderequipped; }
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void SetTwoHanderEquipped(bool val) { has_twohanderequipped = val; }
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bool HasDualWeaponsEquiped() const { return has_duelweaponsequiped; }
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inline void SetDuelWeaponsEquiped(bool val) { has_duelweaponsequiped = val; }
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bool CanFacestab() { return can_facestab; }
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void SetFacestab(bool val) { can_facestab = val; }
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virtual uint16 GetSkill(EQ::skills::SkillType skill_num) const { return 0; }
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@@ -1128,6 +1130,10 @@ public:
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Shielders_Struct shielder[MAX_SHIELDERS];
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Trade* trade;
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WeaponStance_Struct weaponstance;
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bool IsWeaponStanceEnabled() const { return weaponstance.enabled; }
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inline void SetWeaponStanceEnabled(bool val) { weaponstance.enabled = val; }
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inline glm::vec4 GetCurrentWayPoint() const { return m_CurrentWayPoint; }
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inline float GetCWPP() const { return(static_cast<float>(cur_wp_pause)); }
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inline int GetCWP() const { return(cur_wp); }
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@@ -1489,6 +1495,7 @@ protected:
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bool has_shieldequiped;
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bool has_twohandbluntequiped;
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bool has_twohanderequipped;
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bool has_duelweaponsequiped;
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bool can_facestab;
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bool has_numhits;
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bool has_MGB;
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