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Fix classic h2h dmg/delay also support for revamp
The revamp was implemented during SoF Set Combat:UseRevampHandToHand to true to enable
This commit is contained in:
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05de206ace
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5bcb9f0b35
@ -462,6 +462,7 @@ RULE_INT(Combat, MeleePushChance, 50) // (NPCs) chance the target will be pushed
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RULE_BOOL(Combat, UseLiveCombatRounds, true) // turn this false if you don't want to worry about fixing up combat rounds for NPCs
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RULE_INT(Combat, NPCAssistCap, 5) // Maxiumium number of NPCs that will assist another NPC at once
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RULE_INT(Combat, NPCAssistCapTimer, 6000) // Time in milliseconds a NPC will take to clear assist aggro cap space
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RULE_BOOL(Combat, UseRevampHandToHand, false) // use h2h revamped dmg/delays I believe this was implemented during SoF
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RULE_CATEGORY_END()
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RULE_CATEGORY(NPC)
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182
zone/attack.cpp
182
zone/attack.cpp
@ -846,7 +846,7 @@ int Mob::GetWeaponDamage(Mob *against, const Item_Struct *weapon_item) {
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}
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else{
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if((GetClass() == MONK || GetClass() == BEASTLORD) && GetLevel() >= 30){
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dmg = GetMonkHandToHandDamage();
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dmg = GetHandToHandDamage();
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}
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else if(GetOwner() && GetLevel() >= RuleI(Combat, PetAttackMagicLevel)){
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//pets wouldn't actually use this but...
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@ -868,12 +868,7 @@ int Mob::GetWeaponDamage(Mob *against, const Item_Struct *weapon_item) {
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dmg = dmg <= 0 ? 1 : dmg;
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}
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else{
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if(GetClass() == MONK || GetClass() == BEASTLORD){
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dmg = GetMonkHandToHandDamage();
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}
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else{
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dmg = 1;
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}
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dmg = GetHandToHandDamage();
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}
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}
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@ -1006,7 +1001,7 @@ int Mob::GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate
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if((GetClass() == MONK || GetClass() == BEASTLORD)) {
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if(MagicGloves || GetLevel() >= 30){
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dmg = GetMonkHandToHandDamage();
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dmg = GetHandToHandDamage();
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if (hate) *hate += dmg;
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}
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}
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@ -1041,13 +1036,8 @@ int Mob::GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate
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}
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}
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else{
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if(GetClass() == MONK || GetClass() == BEASTLORD){
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dmg = GetMonkHandToHandDamage();
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if (hate) *hate += dmg;
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}
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else{
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dmg = 1;
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}
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dmg = GetHandToHandDamage();
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if (hate) *hate += dmg;
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}
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}
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@ -2738,69 +2728,105 @@ uint8 Mob::GetWeaponDamageBonus(const Item_Struct *weapon, bool offhand)
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}
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}
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int Mob::GetMonkHandToHandDamage(void)
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int Mob::GetHandToHandDamage(void)
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{
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// Kaiyodo - Determine a monk's fist damage. Table data from www.monkly-business.com
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// saved as static array - this should speed this function up considerably
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static int damage[66] = {
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// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
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99, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7,
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8, 8, 8, 8, 8, 9, 9, 9, 9, 9,10,10,10,10,10,11,11,11,11,11,
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12,12,12,12,12,13,13,13,13,13,14,14,14,14,14,14,14,14,14,14,
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14,14,15,15,15,15 };
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// Have a look to see if we have epic fists on
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if (IsClient() && CastToClient()->GetItemIDAt(12) == 10652)
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return(9);
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else
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{
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int Level = GetLevel();
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if (Level > 65)
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return(19);
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else
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return damage[Level];
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if (RuleB(Combat, UseRevampHandToHand)) {
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// everyone uses this in the revamp!
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int skill = GetSkill(SkillHandtoHand);
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int epic = 0;
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if (IsClient() && CastToClient()->GetItemIDAt(12) == 10652 && GetLevel() > 46)
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epic = 280;
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if (epic > skill)
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skill = epic;
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return skill / 15 + 3;
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}
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static uint8 mnk_dmg[] = {99,
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4, 4, 4, 4, 5, 5, 5, 5, 5, 6, // 1-10
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6, 6, 6, 6, 7, 7, 7, 7, 7, 8, // 11-20
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8, 8, 8, 8, 9, 9, 9, 9, 9, 10, // 21-30
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10, 10, 10, 10, 11, 11, 11, 11, 11, 12, // 31-40
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12, 12, 12, 12, 13, 13, 13, 13, 13, 14, // 41-50
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14, 14, 14, 14, 14, 14, 14, 14, 14, 14, // 51-60
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14, 14}; // 61-62
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static uint8 bst_dmg[] = {99,
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4, 4, 4, 4, 4, 5, 5, 5, 5, 5, // 1-10
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5, 6, 6, 6, 6, 6, 6, 7, 7, 7, // 11-20
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7, 7, 7, 8, 8, 8, 8, 8, 8, 9, // 21-30
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9, 9, 9, 9, 9, 10, 10, 10, 10, 10, // 31-40
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10, 11, 11, 11, 11, 11, 11, 12, 12}; // 41-49
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if (GetClass() == MONK) {
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if (IsClient() && CastToClient()->GetItemIDAt(12) == 10652 && GetLevel() > 50)
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return 9;
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if (level > 62)
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return 15;
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return mnk_dmg[level];
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} else if (GetClass() == BEASTLORD) {
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if (level > 49)
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return 13;
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return bst_dmg[level];
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}
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return 2;
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}
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int Mob::GetMonkHandToHandDelay(void)
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int Mob::GetHandToHandDelay(void)
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{
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// Kaiyodo - Determine a monk's fist delay. Table data from www.monkly-business.com
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// saved as static array - this should speed this function up considerably
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static int delayshuman[66] = {
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// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
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99,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,
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36,36,36,36,36,35,35,35,35,35,34,34,34,34,34,33,33,33,33,33,
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32,32,32,32,32,31,31,31,31,31,30,30,30,29,29,29,28,28,28,27,
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26,24,22,20,20,20 };
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static int delaysiksar[66] = {
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// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
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99,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,
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36,36,36,36,36,36,36,36,36,36,35,35,35,35,35,34,34,34,34,34,
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33,33,33,33,33,32,32,32,32,32,31,31,31,30,30,30,29,29,29,28,
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27,24,22,20,20,20 };
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// Have a look to see if we have epic fists on
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if (IsClient() && CastToClient()->GetItemIDAt(12) == 10652)
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return(16);
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else
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{
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int Level = GetLevel();
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if (GetRace() == HUMAN)
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{
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if (Level > 65)
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return(24);
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else
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return delayshuman[Level];
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}
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else //heko: iksar table
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{
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if (Level > 65)
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return(25);
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else
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return delaysiksar[Level];
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}
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if (RuleB(Combat, UseRevampHandToHand)) {
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// everyone uses this in the revamp!
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int skill = GetSkill(SkillHandtoHand);
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int epic = 0;
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int iksar = 0;
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if (IsClient() && CastToClient()->GetItemIDAt(12) == 10652 && GetLevel() > 46)
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epic = 280;
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else if (GetRace() == IKSAR)
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iksar = 1;
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if (epic > skill)
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skill = epic;
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return iksar - skill / 21 + 38;
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}
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int delay = 35;
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static uint8 mnk_hum_delay[] = {99,
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35, 35, 35, 35, 35, 35, 35, 35, 35, 35, // 1-10
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35, 35, 35, 35, 35, 35, 35, 35, 35, 35, // 11-20
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35, 35, 35, 35, 35, 35, 35, 34, 34, 34, // 21-30
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34, 33, 33, 33, 33, 32, 32, 32, 32, 31, // 31-40
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31, 31, 31, 30, 30, 30, 30, 29, 29, 29, // 41-50
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29, 28, 28, 28, 28, 27, 27, 27, 27, 26, // 51-60
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24, 22}; // 61-62
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static uint8 mnk_iks_delay[] = {99,
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35, 35, 35, 35, 35, 35, 35, 35, 35, 35, // 1-10
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35, 35, 35, 35, 35, 35, 35, 35, 35, 35, // 11-20
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35, 35, 35, 35, 35, 35, 35, 35, 35, 34, // 21-30
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34, 34, 34, 34, 34, 33, 33, 33, 33, 33, // 31-40
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33, 32, 32, 32, 32, 32, 32, 31, 31, 31, // 41-50
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31, 31, 31, 30, 30, 30, 30, 30, 30, 29, // 51-60
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25, 23}; // 61-62
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static uint8 bst_delay[] = {99,
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35, 35, 35, 35, 35, 35, 35, 35, 35, 35, // 1-10
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35, 35, 35, 35, 35, 35, 35, 35, 35, 35, // 11-20
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35, 35, 35, 35, 35, 35, 35, 35, 34, 34, // 21-30
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34, 34, 34, 33, 33, 33, 33, 33, 32, 32, // 31-40
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32, 32, 32, 31, 31, 31, 31, 31, 30, 30, // 41-50
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30, 30, 30, 29, 29, 29, 29, 29, 28, 28, // 51-60
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28, 28, 28, 27, 27, 27, 27, 27, 26, 26, // 61-70
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26, 26, 26}; // 71-73
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if (GetClass() == MONK) {
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// Have a look to see if we have epic fists on
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if (IsClient() && CastToClient()->GetItemIDAt(12) == 10652 && GetLevel() > 50)
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return 16;
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int level = GetLevel();
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if (level > 62)
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return GetRace() == IKSAR ? 21 : 20;
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return GetRace() == IKSAR ? mnk_iks_delay[level] : mnk_hum_delay[level];
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} else if (GetClass() == BEASTLORD) {
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int level = GetLevel();
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if (level > 73)
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return 25;
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return bst_delay[level];
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}
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return 35;
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}
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int32 Mob::ReduceDamage(int32 damage)
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@ -4649,18 +4675,14 @@ void Client::SetAttackTimer()
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int hhe = itembonuses.HundredHands + spellbonuses.HundredHands;
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int speed = 0;
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int delay = 3600;
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int delay = 3500;
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//if we have no weapon..
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if (ItemToUse == nullptr) {
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//above checks ensure ranged weapons do not fall into here
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// Work out if we're a monk
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if (GetClass() == MONK || GetClass() == BEASTLORD)
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delay = 100 * GetMonkHandToHandDelay();
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} else {
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if (ItemToUse == nullptr)
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delay = 100 * GetHandToHandDelay();
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else
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//we have a weapon, use its delay
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delay = 100 * ItemToUse->Delay;
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}
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speed = delay / haste_mod;
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62
zone/bot.cpp
62
zone/bot.cpp
@ -6236,31 +6236,44 @@ float Bot::GetProcChances(float ProcBonus, uint16 hand) {
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return ProcChance;
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}
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int Bot::GetMonkHandToHandDamage(void) {
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static int damage[66] = {
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// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
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99, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7,
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8, 8, 8, 8, 8, 9, 9, 9, 9, 9,10,10,10,10,10,11,11,11,11,11,
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12,12,12,12,12,13,13,13,13,13,14,14,14,14,14,14,14,14,14,14,
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14,14,15,15,15,15 };
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int Bot::GetHandToHandDamage(void) {
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if (RuleB(Combat, UseRevampHandToHand)) {
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// everyone uses this in the revamp!
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int skill = GetSkill(SkillHandtoHand);
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int epic = 0;
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if (CastToNPC()->GetEquipment(MaterialHands) == 10652 && GetLevel() > 46)
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epic = 280;
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if (epic > skill)
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skill = epic;
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return skill / 15 + 3;
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}
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uint32 botWeaponId = INVALID_ID;
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botWeaponId = CastToNPC()->GetEquipment(MaterialHands);
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if(botWeaponId == 10652)
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static uint8 mnk_dmg[] = {99,
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4, 4, 4, 4, 5, 5, 5, 5, 5, 6, // 1-10
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6, 6, 6, 6, 7, 7, 7, 7, 7, 8, // 11-20
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8, 8, 8, 8, 9, 9, 9, 9, 9, 10, // 21-30
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10, 10, 10, 10, 11, 11, 11, 11, 11, 12, // 31-40
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12, 12, 12, 12, 13, 13, 13, 13, 13, 14, // 41-50
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14, 14, 14, 14, 14, 14, 14, 14, 14, 14, // 51-60
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14, 14}; // 61-62
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static uint8 bst_dmg[] = {99,
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4, 4, 4, 4, 4, 5, 5, 5, 5, 5, // 1-10
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5, 6, 6, 6, 6, 6, 6, 7, 7, 7, // 11-20
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7, 7, 7, 8, 8, 8, 8, 8, 8, 9, // 21-30
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9, 9, 9, 9, 9, 10, 10, 10, 10, 10, // 31-40
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10, 11, 11, 11, 11, 11, 11, 12, 12}; // 41-49
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if (GetClass() == MONK) {
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if (CastToNPC()->GetEquipment(MaterialHands) == 10652 && GetLevel() > 50)
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return 9;
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else {
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int Level = GetLevel();
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if(Level > 65)
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return 19;
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else
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return damage[Level];
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}
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int Level = GetLevel();
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if (Level > 65)
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return 19;
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else
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return damage[Level];
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if (level > 62)
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return 15;
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return mnk_dmg[level];
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} else if (GetClass() == BEASTLORD) {
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if (level > 49)
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return 13;
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return bst_dmg[level];
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}
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return 2;
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}
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bool Bot::TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse) {
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@ -7012,8 +7025,7 @@ void Bot::SetAttackTimer() {
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int speed = 0;
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int delay = 36;
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if (ItemToUse == nullptr) {
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if ((GetClass() == MONK) || (GetClass() == BEASTLORD))
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delay = GetMonkHandToHandDelay();
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delay = GetHandToHandDelay();
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} else {
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delay = ItemToUse->Delay;
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}
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@ -171,7 +171,7 @@ public:
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uint16 BotGetSpellType(int spellslot) { return AIspells[spellslot].type; }
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uint16 BotGetSpellPriority(int spellslot) { return AIspells[spellslot].priority; }
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virtual float GetProcChances(float ProcBonus, uint16 hand);
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virtual int GetMonkHandToHandDamage(void);
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virtual int GetHandToHandDamage(void);
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virtual bool TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse);
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virtual void DoRiposte(Mob* defender);
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inline virtual int32 GetATK() const { return ATK + itembonuses.ATK + spellbonuses.ATK + ((GetSTR() + GetSkill(SkillOffense)) * 9 / 10); }
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@ -1023,14 +1023,14 @@ int Lua_Mob::GetHaste() {
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return self->GetHaste();
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}
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int Lua_Mob::GetMonkHandToHandDamage() {
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int Lua_Mob::GetHandToHandDamage() {
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Lua_Safe_Call_Int();
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return self->GetMonkHandToHandDamage();
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return self->GetHandToHandDamage();
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}
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int Lua_Mob::GetMonkHandToHandDelay() {
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int Lua_Mob::GetHandToHandDelay() {
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Lua_Safe_Call_Int();
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return self->GetMonkHandToHandDelay();
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return self->GetHandToHandDelay();
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}
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void Lua_Mob::Mesmerize() {
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@ -2165,8 +2165,8 @@ luabind::scope lua_register_mob() {
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.def("GetInvul", (bool(Lua_Mob::*)(void))&Lua_Mob::GetInvul)
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.def("SetExtraHaste", (void(Lua_Mob::*)(int))&Lua_Mob::SetExtraHaste)
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.def("GetHaste", (int(Lua_Mob::*)(void))&Lua_Mob::GetHaste)
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.def("GetMonkHandToHandDamage", (int(Lua_Mob::*)(void))&Lua_Mob::GetMonkHandToHandDamage)
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.def("GetMonkHandToHandDelay", (int(Lua_Mob::*)(void))&Lua_Mob::GetMonkHandToHandDelay)
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.def("GetHandToHandDamage", (int(Lua_Mob::*)(void))&Lua_Mob::GetHandToHandDamage)
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.def("GetHandToHandDelay", (int(Lua_Mob::*)(void))&Lua_Mob::GetHandToHandDelay)
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.def("Mesmerize", (void(Lua_Mob::*)(void))&Lua_Mob::Mesmerize)
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.def("IsMezzed", (bool(Lua_Mob::*)(void))&Lua_Mob::IsMezzed)
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.def("IsEnraged", (bool(Lua_Mob::*)(void))&Lua_Mob::IsEnraged)
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@ -217,8 +217,8 @@ public:
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bool GetInvul();
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void SetExtraHaste(int haste);
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int GetHaste();
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int GetMonkHandToHandDamage();
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int GetMonkHandToHandDelay();
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int GetHandToHandDamage();
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int GetHandToHandDelay();
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void Mesmerize();
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bool IsMezzed();
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bool IsEnraged();
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@ -756,7 +756,7 @@ public:
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uint8 GetWeaponDamageBonus(const Item_Struct* weapon, bool offhand = false);
|
||||
uint16 GetDamageTable(SkillUseTypes skillinuse);
|
||||
virtual int GetMonkHandToHandDamage(void);
|
||||
virtual int GetHandToHandDamage(void);
|
||||
|
||||
bool CanThisClassDoubleAttack(void) const;
|
||||
bool CanThisClassTripleAttack() const;
|
||||
@ -766,7 +766,7 @@ public:
|
||||
bool CanThisClassParry(void) const;
|
||||
bool CanThisClassBlock(void) const;
|
||||
|
||||
int GetMonkHandToHandDelay(void);
|
||||
int GetHandToHandDelay(void);
|
||||
uint32 GetClassLevelFactor();
|
||||
void Mesmerize();
|
||||
inline bool IsMezzed() const { return mezzed; }
|
||||
|
||||
@ -4721,12 +4721,12 @@ XS(XS_Mob_GetHaste)
|
||||
XSRETURN(1);
|
||||
}
|
||||
|
||||
XS(XS_Mob_GetMonkHandToHandDamage); /* prototype to pass -Wmissing-prototypes */
|
||||
XS(XS_Mob_GetMonkHandToHandDamage)
|
||||
XS(XS_Mob_GetHandToHandDamage); /* prototype to pass -Wmissing-prototypes */
|
||||
XS(XS_Mob_GetHandToHandDamage)
|
||||
{
|
||||
dXSARGS;
|
||||
if (items != 1)
|
||||
Perl_croak(aTHX_ "Usage: Mob::GetMonkHandToHandDamage(THIS)");
|
||||
Perl_croak(aTHX_ "Usage: Mob::GetHandToHandDamage(THIS)");
|
||||
{
|
||||
Mob * THIS;
|
||||
int RETVAL;
|
||||
@ -4741,7 +4741,7 @@ XS(XS_Mob_GetMonkHandToHandDamage)
|
||||
if(THIS == nullptr)
|
||||
Perl_croak(aTHX_ "THIS is nullptr, avoiding crash.");
|
||||
|
||||
RETVAL = THIS->GetMonkHandToHandDamage();
|
||||
RETVAL = THIS->GetHandToHandDamage();
|
||||
XSprePUSH; PUSHi((IV)RETVAL);
|
||||
}
|
||||
XSRETURN(1);
|
||||
@ -4877,12 +4877,12 @@ XS(XS_Mob_CanThisClassParry)
|
||||
XSRETURN(1);
|
||||
}
|
||||
|
||||
XS(XS_Mob_GetMonkHandToHandDelay); /* prototype to pass -Wmissing-prototypes */
|
||||
XS(XS_Mob_GetMonkHandToHandDelay)
|
||||
XS(XS_Mob_GetHandToHandDelay); /* prototype to pass -Wmissing-prototypes */
|
||||
XS(XS_Mob_GetHandToHandDelay)
|
||||
{
|
||||
dXSARGS;
|
||||
if (items != 1)
|
||||
Perl_croak(aTHX_ "Usage: Mob::GetMonkHandToHandDelay(THIS)");
|
||||
Perl_croak(aTHX_ "Usage: Mob::GetHandToHandDelay(THIS)");
|
||||
{
|
||||
Mob * THIS;
|
||||
int RETVAL;
|
||||
@ -4897,7 +4897,7 @@ XS(XS_Mob_GetMonkHandToHandDelay)
|
||||
if(THIS == nullptr)
|
||||
Perl_croak(aTHX_ "THIS is nullptr, avoiding crash.");
|
||||
|
||||
RETVAL = THIS->GetMonkHandToHandDelay();
|
||||
RETVAL = THIS->GetHandToHandDelay();
|
||||
XSprePUSH; PUSHi((IV)RETVAL);
|
||||
}
|
||||
XSRETURN(1);
|
||||
@ -9192,13 +9192,13 @@ XS(boot_Mob)
|
||||
newXSproto(strcpy(buf, "GetInvul"), XS_Mob_GetInvul, file, "$");
|
||||
newXSproto(strcpy(buf, "SetExtraHaste"), XS_Mob_SetExtraHaste, file, "$$");
|
||||
newXSproto(strcpy(buf, "GetHaste"), XS_Mob_GetHaste, file, "$");
|
||||
newXSproto(strcpy(buf, "GetMonkHandToHandDamage"), XS_Mob_GetMonkHandToHandDamage, file, "$");
|
||||
newXSproto(strcpy(buf, "GetHandToHandDamage"), XS_Mob_GetHandToHandDamage, file, "$");
|
||||
newXSproto(strcpy(buf, "CanThisClassDoubleAttack"), XS_Mob_CanThisClassDoubleAttack, file, "$");
|
||||
newXSproto(strcpy(buf, "CanThisClassDualWield"), XS_Mob_CanThisClassDualWield, file, "$");
|
||||
newXSproto(strcpy(buf, "CanThisClassRiposte"), XS_Mob_CanThisClassRiposte, file, "$");
|
||||
newXSproto(strcpy(buf, "CanThisClassDodge"), XS_Mob_CanThisClassDodge, file, "$");
|
||||
newXSproto(strcpy(buf, "CanThisClassParry"), XS_Mob_CanThisClassParry, file, "$");
|
||||
newXSproto(strcpy(buf, "GetMonkHandToHandDelay"), XS_Mob_GetMonkHandToHandDelay, file, "$");
|
||||
newXSproto(strcpy(buf, "GetHandToHandDelay"), XS_Mob_GetHandToHandDelay, file, "$");
|
||||
newXSproto(strcpy(buf, "GetClassLevelFactor"), XS_Mob_GetClassLevelFactor, file, "$");
|
||||
newXSproto(strcpy(buf, "Mesmerize"), XS_Mob_Mesmerize, file, "$");
|
||||
newXSproto(strcpy(buf, "IsMezzed"), XS_Mob_IsMezzed, file, "$");
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user