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Renamed EQEmu::Item_Struct to EQEmu::ItemBase to coincide with new inventory naming conventions (re-run shared_memory.exe)
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+4
-4
@@ -93,7 +93,7 @@ class Spawn2;
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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 NPC : public Mob
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@@ -178,7 +178,7 @@ public:
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virtual void SpellProcess();
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virtual void FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho);
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void AddItem(const EQEmu::Item_Struct* item, uint16 charges, bool equipitem = true);
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void AddItem(const EQEmu::ItemBase* item, uint16 charges, bool equipitem = true);
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void AddItem(uint32 itemid, uint16 charges, bool equipitem = true);
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void AddLootTable();
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void AddLootTable(uint32 ldid);
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@@ -270,7 +270,7 @@ public:
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bool IsTaunting() const { return taunting; }
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void PickPocket(Client* thief);
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void StartSwarmTimer(uint32 duration) { swarm_timer.Start(duration); }
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void AddLootDrop(const EQEmu::Item_Struct*dbitem, ItemList* itemlistconst, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange = false);
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void AddLootDrop(const EQEmu::ItemBase*dbitem, ItemList* itemlistconst, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange = false);
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virtual void DoClassAttacks(Mob *target);
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void CheckSignal();
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inline bool IsNotTargetableWithHotkey() const { return no_target_hotkey; }
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@@ -403,7 +403,7 @@ public:
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void SetMerchantProbability(uint8 amt) { probability = amt; }
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uint8 GetMerchantProbability() { return probability; }
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void mod_prespawn(Spawn2 *sp);
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int mod_npc_damage(int damage, EQEmu::skills::SkillType skillinuse, int hand, const EQEmu::Item_Struct* weapon, Mob* other);
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int mod_npc_damage(int damage, EQEmu::skills::SkillType skillinuse, int hand, const EQEmu::ItemBase* weapon, Mob* other);
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void mod_npc_killed_merit(Mob* c);
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void mod_npc_killed(Mob* oos);
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void AISpellsList(Client *c);
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