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Renamed Item_Struct to ItemData
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+9
-9
@@ -38,7 +38,7 @@ class Group;
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class ItemInst;
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class NPC;
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class Raid;
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struct Item_Struct;
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struct ItemData;
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struct NewSpawn_Struct;
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struct PlayerPositionUpdateServer_Struct;
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@@ -711,7 +711,7 @@ public:
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inline void SetExtraHaste(int Haste) { ExtraHaste = Haste; }
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virtual int GetHaste();
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uint8 GetWeaponDamageBonus(const Item_Struct* Weapon);
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uint8 GetWeaponDamageBonus(const ItemData* Weapon);
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uint16 GetDamageTable(SkillUseTypes skillinuse);
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virtual int GetMonkHandToHandDamage(void);
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@@ -735,10 +735,10 @@ public:
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int32 ReduceAllDamage(int32 damage);
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virtual void DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance=false, bool CanAvoid=true);
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virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const 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 ItemData* 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, SkillUseTypes 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 Item_Struct *AmmoItem=nullptr, int AmmoSlot=0, float speed= 4.0f);
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bool TryProjectileAttack(Mob* other, const Item_Struct *item, SkillUseTypes 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 ItemData *AmmoItem=nullptr, int AmmoSlot=0, float speed= 4.0f);
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bool TryProjectileAttack(Mob* other, const ItemData *item, SkillUseTypes 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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@@ -858,7 +858,7 @@ 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 Item_Struct *item, SkillUseTypes skillInUse, float velocity= 4.0);
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void SendItemAnimation(Mob *to, const ItemData *item, SkillUseTypes 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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@@ -1038,8 +1038,8 @@ 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(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary);
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void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = MainPrimary);
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void TrySpellProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = MainPrimary);
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void TryWeaponProc(const ItemInst* inst, const ItemData* weapon, Mob *on, uint16 hand = MainPrimary);
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void TrySpellProc(const ItemInst* inst, const ItemData* weapon, Mob *on, uint16 hand = MainPrimary);
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void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary);
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void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on);
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virtual float GetProcChances(float ProcBonus, uint16 hand = MainPrimary);
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@@ -1048,7 +1048,7 @@ 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 Item_Struct *weapon_item);
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int GetWeaponDamage(Mob *against, const ItemData *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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