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https://github.com/EQEmu/Server.git
synced 2026-09-04 06:16:38 +00:00
Renamed EQEmu::Item_Struct to EQEmu::ItemBase to coincide with new inventory naming conventions (re-run shared_memory.exe)
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+9
-9
@@ -50,7 +50,7 @@ struct PlayerPositionUpdateServer_Struct;
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namespace EQEmu
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{
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struct Item_Struct;
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struct ItemBase;
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}
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class Mob : public Entity {
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@@ -768,7 +768,7 @@ public:
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virtual int GetHaste();
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int32 GetMeleeMitigation();
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uint8 GetWeaponDamageBonus(const EQEmu::Item_Struct* weapon, bool offhand = false);
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uint8 GetWeaponDamageBonus(const EQEmu::ItemBase* weapon, bool offhand = false);
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uint16 GetDamageTable(EQEmu::skills::SkillType skillinuse);
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virtual int GetHandToHandDamage(void);
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@@ -793,10 +793,10 @@ public:
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int32 ReduceAllDamage(int32 damage);
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virtual void DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool CheckHitChance = false, bool CanAvoid = true);
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virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const EQEmu::Item_Struct* AmmoItem=nullptr, uint16 weapon_damage=0, int16 chance_mod=0,int16 focus=0, int ReuseTime=0, uint32 range_id=0, int AmmoSlot=0, float speed = 4.0f);
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virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon = nullptr, const EQEmu::ItemBase* AmmoItem = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, int AmmoSlot = 0, float speed = 4.0f);
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virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, EQEmu::skills::SkillType skillinuse, int16 chance_mod = 0, int16 focus = 0, bool CanRiposte = false, int ReuseTime = 0);
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virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0, int ReuseTime=0, uint32 range_id=0, uint32 ammo_id=0, const EQEmu::Item_Struct *AmmoItem=nullptr, int AmmoSlot=0, float speed= 4.0f);
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bool TryProjectileAttack(Mob* other, const EQEmu::Item_Struct *item, EQEmu::skills::SkillType skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo, int AmmoSlot, float speed);
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virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon = nullptr, const ItemInst* Ammo = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, uint32 ammo_id = 0, const EQEmu::ItemBase *AmmoItem = nullptr, int AmmoSlot = 0, float speed = 4.0f);
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bool TryProjectileAttack(Mob* other, const EQEmu::ItemBase *item, EQEmu::skills::SkillType skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo, int AmmoSlot, float speed);
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void ProjectileAttack();
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inline bool HasProjectileAttack() const { return ActiveProjectileATK; }
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inline void SetProjectileAttack(bool value) { ActiveProjectileATK = value; }
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@@ -914,7 +914,7 @@ public:
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// HP Event
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inline int GetNextHPEvent() const { return nexthpevent; }
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void SetNextHPEvent( int hpevent );
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void SendItemAnimation(Mob *to, const EQEmu::Item_Struct *item, EQEmu::skills::SkillType skillInUse, float velocity = 4.0);
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void SendItemAnimation(Mob *to, const EQEmu::ItemBase *item, EQEmu::skills::SkillType skillInUse, float velocity = 4.0);
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inline int& GetNextIncHPEvent() { return nextinchpevent; }
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void SetNextIncHPEvent( int inchpevent );
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@@ -1152,8 +1152,8 @@ protected:
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bool PassLimitToSkill(uint16 spell_id, uint16 skill);
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bool PassLimitClass(uint32 Classes_, uint16 Class_);
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void TryDefensiveProc(Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void TryWeaponProc(const ItemInst* inst, const EQEmu::Item_Struct* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void TrySpellProc(const ItemInst* inst, const EQEmu::Item_Struct* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void TryWeaponProc(const ItemInst* inst, const EQEmu::ItemBase* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void TrySpellProc(const ItemInst* inst, const EQEmu::ItemBase* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on, int level_override = -1);
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virtual float GetProcChances(float ProcBonus, uint16 hand = EQEmu::legacy::SlotPrimary);
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@@ -1162,7 +1162,7 @@ protected:
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virtual float GetAssassinateProcChances(uint16 ReuseTime);
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virtual float GetSkillProcChances(uint16 ReuseTime, uint16 hand = 0); // hand = MainCharm?
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uint16 GetWeaponSpeedbyHand(uint16 hand);
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int GetWeaponDamage(Mob *against, const EQEmu::Item_Struct *weapon_item);
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int GetWeaponDamage(Mob *against, const EQEmu::ItemBase *weapon_item);
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int GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate = nullptr);
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int GetKickDamage();
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int GetBashDamage();
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