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https://github.com/EQEmu/Server.git
synced 2026-09-05 11:26:35 +00:00
Renamed and moved SkillUseTypes enumeration to EQEmu::skills::SkillType; eq_dictionary work
This commit is contained in:
+26
-25
@@ -25,6 +25,7 @@
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#include "position.h"
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#include "aa_ability.h"
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#include "aa.h"
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#include "../common/light_source.h"
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#include <set>
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#include <vector>
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#include <memory>
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@@ -157,12 +158,12 @@ public:
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int MonkSpecialAttack(Mob* other, uint8 skill_used);
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virtual void TryBackstab(Mob *other,int ReuseTime = 10);
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bool AvoidDamage(Mob* attacker, int32 &damage, int hand);
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virtual bool CheckHitChance(Mob* attacker, SkillUseTypes skillinuse, int Hand, int16 chance_mod = 0);
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virtual bool CheckHitChance(Mob* attacker, EQEmu::skills::SkillType skillinuse, int Hand, int16 chance_mod = 0);
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virtual void TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttackOptions *opts = nullptr);
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void TryPetCriticalHit(Mob *defender, uint16 skill, int32 &damage);
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virtual bool TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse);
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uint32 TryHeadShot(Mob* defender, SkillUseTypes skillInUse);
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uint32 TryAssassinate(Mob* defender, SkillUseTypes skillInUse, uint16 ReuseTime);
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virtual bool TryFinishingBlow(Mob *defender, EQEmu::skills::SkillType skillinuse);
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uint32 TryHeadShot(Mob* defender, EQEmu::skills::SkillType skillInUse);
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uint32 TryAssassinate(Mob* defender, EQEmu::skills::SkillType skillInUse, uint16 ReuseTime);
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virtual void DoRiposte(Mob* defender);
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void ApplyMeleeDamageBonus(uint16 skill, int32 &damage,ExtraAttackOptions *opts = nullptr);
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virtual void MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttackOptions *opts = nullptr);
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@@ -170,7 +171,7 @@ public:
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bool CombatRange(Mob* other);
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virtual inline bool IsBerserk() { return false; } // only clients
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void RogueEvade(Mob *other);
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void CommonOutgoingHitSuccess(Mob* defender, int32 &damage, SkillUseTypes skillInUse,ExtraAttackOptions *opts = nullptr);
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void CommonOutgoingHitSuccess(Mob* defender, int32 &damage, EQEmu::skills::SkillType skillInUse, ExtraAttackOptions *opts = nullptr);
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void BreakInvisibleSpells();
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void CommonBreakInvisibleFromCombat();
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bool HasDied();
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@@ -203,7 +204,7 @@ public:
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virtual void WearChange(uint8 material_slot, uint16 texture, uint32 color, uint32 hero_forge_model = 0);
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void DoAnim(const int animnum, int type=0, bool ackreq = true, eqFilterType filter = FilterNone);
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void ProjectileAnimation(Mob* to, int item_id, bool IsArrow = false, float speed = 0,
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float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr, SkillUseTypes skillInUse = SkillArchery);
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float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr, EQEmu::skills::SkillType skillInUse = EQEmu::skills::SkillArchery);
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void ChangeSize(float in_size, bool bNoRestriction = false);
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inline uint8 SeeInvisible() const { return see_invis; }
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inline bool SeeInvisibleUndead() const { return see_invis_undead; }
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@@ -211,7 +212,7 @@ public:
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inline bool SeeImprovedHide() const { return see_improved_hide; }
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bool IsInvisible(Mob* other = 0) const;
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void SetInvisible(uint8 state);
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bool AttackAnimation(SkillUseTypes &skillinuse, int Hand, const ItemInst* weapon);
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bool AttackAnimation(EQEmu::skills::SkillType &skillinuse, int Hand, const ItemInst* weapon);
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//Song
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bool UseBardSpellLogic(uint16 spell_id = 0xffff, int slot = -1);
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@@ -348,7 +349,7 @@ 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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virtual uint16 GetSkill(SkillUseTypes skill_num) const { return 0; }
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virtual uint16 GetSkill(EQEmu::skills::SkillType skill_num) const { return 0; }
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virtual uint32 GetEquipment(uint8 material_slot) const { return(0); }
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virtual int32 GetEquipmentMaterial(uint8 material_slot) const;
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virtual int32 GetHerosForgeModel(uint8 material_slot) const;
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@@ -356,8 +357,8 @@ public:
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virtual uint32 IsEliteMaterialItem(uint8 material_slot) const;
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bool CanClassEquipItem(uint32 item_id);
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bool AffectedBySpellExcludingSlot(int slot, int effect);
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill) = 0;
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillUseTypes attack_skill,
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill) = 0;
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill,
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bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, int special = 0) = 0;
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inline virtual void SetHP(int32 hp) { if (hp >= max_hp) cur_hp = max_hp; else cur_hp = hp;}
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bool ChangeHP(Mob* other, int32 amount, uint16 spell_id = 0, int8 buffslot = -1, bool iBuffTic = false);
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@@ -556,7 +557,7 @@ public:
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static uint8 GetDefaultGender(uint16 in_race, uint8 in_gender = 0xFF);
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static bool IsPlayerRace(uint16 in_race);
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uint16 GetSkillByItemType(int ItemType);
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uint8 GetItemTypeBySkill(SkillUseTypes skill);
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uint8 GetItemTypeBySkill(EQEmu::skills::SkillType skill);
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virtual void MakePet(uint16 spell_id, const char* pettype, const char *petname = nullptr);
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virtual void MakePoweredPet(uint16 spell_id, const char* pettype, int16 petpower, const char *petname = nullptr, float in_size = 0.0f);
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bool IsWarriorClass() const;
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@@ -649,7 +650,7 @@ public:
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int32 GetVulnerability(Mob* caster, uint32 spell_id, uint32 ticsremaining);
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int32 GetFcDamageAmtIncoming(Mob *caster, uint32 spell_id, bool use_skill = false, uint16 skill=0);
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int32 GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spell_id);
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int16 GetSkillDmgTaken(const SkillUseTypes skill_used,ExtraAttackOptions *opts=nullptr);
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int16 GetSkillDmgTaken(const EQEmu::skills::SkillType skill_used, ExtraAttackOptions *opts = nullptr);
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void DoKnockback(Mob *caster, uint32 pushback, uint32 pushup);
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int16 CalcResistChanceBonus();
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int16 CalcFearResistChance();
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@@ -682,8 +683,8 @@ public:
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inline void SetSpellPowerDistanceMod(int16 value) { SpellPowerDistanceMod = value; };
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int32 GetSpellStat(uint32 spell_id, const char *identifier, uint8 slot = 0);
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void ModSkillDmgTaken(SkillUseTypes skill_num, int value);
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int16 GetModSkillDmgTaken(const SkillUseTypes skill_num);
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void ModSkillDmgTaken(EQEmu::skills::SkillType skill_num, int value);
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int16 GetModSkillDmgTaken(const EQEmu::skills::SkillType skill_num);
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void ModVulnerability(uint8 resist, int16 value);
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int16 GetModVulnerability(const uint8 resist);
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@@ -768,7 +769,7 @@ public:
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int32 GetMeleeMitigation();
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uint8 GetWeaponDamageBonus(const EQEmu::Item_Struct* weapon, bool offhand = false);
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uint16 GetDamageTable(SkillUseTypes skillinuse);
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uint16 GetDamageTable(EQEmu::skills::SkillType skillinuse);
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virtual int GetHandToHandDamage(void);
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bool CanThisClassDoubleAttack(void) const;
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@@ -791,11 +792,11 @@ public:
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int32 AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTic, Mob* attacker);
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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 CheckHitChance=false, bool CanAvoid=true);
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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 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 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, SkillUseTypes skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo, int AmmoSlot, float speed);
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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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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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@@ -913,7 +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, SkillUseTypes skillInUse, float velocity= 4.0);
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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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inline int& GetNextIncHPEvent() { return nextinchpevent; }
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void SetNextIncHPEvent( int inchpevent );
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@@ -964,7 +965,7 @@ public:
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bool HasSpellEffect(int effectid);
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int mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster, uint16 caster_id);
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float mod_hit_chance(float chancetohit, SkillUseTypes skillinuse, Mob* attacker);
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float mod_hit_chance(float chancetohit, EQEmu::skills::SkillType skillinuse, Mob* attacker);
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float mod_riposte_chance(float ripostchance, Mob* attacker);
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float mod_block_chance(float blockchance, Mob* attacker);
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float mod_parry_chance(float parrychance, Mob* attacker);
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@@ -975,7 +976,7 @@ public:
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int32 mod_kick_damage(int32 dmg);
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int32 mod_bash_damage(int32 dmg);
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int32 mod_frenzy_damage(int32 dmg);
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int32 mod_monk_special_damage(int32 ndamage, SkillUseTypes skill_type);
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int32 mod_monk_special_damage(int32 ndamage, EQEmu::skills::SkillType skill_type);
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int32 mod_backstab_damage(int32 ndamage);
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int mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon);
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uint32 mod_archery_bonus_damage(uint32 MaxDmg, const ItemInst* RangeWeapon);
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@@ -994,7 +995,7 @@ public:
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uint32 Tune_GetMeanDamage(Mob* GM, Mob *attacker, int32 damage, int32 minhit, ExtraAttackOptions *opts = nullptr, int Msg = 0,int ac_override=0, int atk_override=0, int add_ac=0, int add_atk = 0);
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void Tune_FindATKByPctMitigation(Mob* defender, Mob *attacker, float pct_mitigation, int interval = 50, int max_loop = 100, int ac_override=0,int Msg =0);
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void Tune_FindACByPctMitigation(Mob* defender, Mob *attacker, float pct_mitigation, int interval = 50, int max_loop = 100, int atk_override=0,int Msg =0);
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float Tune_CheckHitChance(Mob* defender, Mob* attacker, SkillUseTypes skillinuse, int Hand, int16 chance_mod, int Msg = 1,int acc_override=0, int avoid_override=0, int add_acc=0, int add_avoid = 0);
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float Tune_CheckHitChance(Mob* defender, Mob* attacker, EQEmu::skills::SkillType skillinuse, int Hand, int16 chance_mod, int Msg = 1, int acc_override = 0, int avoid_override = 0, int add_acc = 0, int add_avoid = 0);
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void Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_chance, int interval, int max_loop, int avoid_override, int Msg = 0);
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void Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_chance, int interval, int max_loop, int acc_override, int Msg = 0);
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@@ -1031,7 +1032,7 @@ public:
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#endif
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protected:
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void CommonDamage(Mob* other, int32 &damage, const uint16 spell_id, const SkillUseTypes attack_skill, bool &avoidable, const int8 buffslot, const bool iBuffTic, int special = 0);
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void CommonDamage(Mob* other, int32 &damage, const uint16 spell_id, const EQEmu::skills::SkillType attack_skill, bool &avoidable, const int8 buffslot, const bool iBuffTic, int special = 0);
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static uint16 GetProcID(uint16 spell_id, uint8 effect_index);
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float _GetMovementSpeed(int mod) const;
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int _GetWalkSpeed() const;
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@@ -1049,7 +1050,7 @@ protected:
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std::vector<uint16> RampageArray;
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std::map<std::string, std::string> m_EntityVariables;
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int16 SkillDmgTaken_Mod[HIGHEST_SKILL+2];
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int16 SkillDmgTaken_Mod[EQEmu::skills::HIGHEST_SKILL + 2];
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int16 Vulnerability_Mod[HIGHEST_RESIST+2];
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bool m_AllowBeneficial;
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bool m_DisableMelee;
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@@ -1165,7 +1166,7 @@ protected:
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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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virtual void ApplySpecialAttackMod(SkillUseTypes skill, int32 &dmg, int32 &mindmg);
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virtual void ApplySpecialAttackMod(EQEmu::skills::SkillType skill, int32 &dmg, int32 &mindmg);
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virtual int16 GetFocusEffect(focusType type, uint16 spell_id) { return 0; }
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void CalculateNewFearpoint();
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float FindGroundZ(float new_x, float new_y, float z_offset=0.0);
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