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Renamed and moved SkillUseTypes enumeration to EQEmu::skills::SkillType; eq_dictionary work
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+6
-6
@@ -108,8 +108,8 @@ public:
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virtual ~NPC();
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//abstract virtual function implementations requird by base abstract class
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillUseTypes attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, int special = 0);
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, int special = 0);
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virtual bool Attack(Mob* other, int Hand = EQEmu::legacy::SlotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
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bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr, int special = 0);
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virtual bool HasRaid() { return false; }
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@@ -142,7 +142,7 @@ public:
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void CalcNPCDamage();
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virtual void SetTarget(Mob* mob);
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virtual uint16 GetSkill(SkillUseTypes skill_num) const { if (skill_num <= HIGHEST_SKILL) { return skills[skill_num]; } return 0; }
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virtual uint16 GetSkill(EQEmu::skills::SkillType skill_num) const { if (skill_num <= EQEmu::skills::HIGHEST_SKILL) { return skills[skill_num]; } return 0; }
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void CalcItemBonuses(StatBonuses *newbon);
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virtual void CalcBonuses();
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@@ -161,7 +161,7 @@ public:
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virtual void RangedAttack(Mob* other);
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virtual void ThrowingAttack(Mob* other) { }
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int32 GetNumberOfAttacks() const { return attack_count; }
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void DoRangedAttackDmg(Mob* other, bool Launch=true, int16 damage_mod=0, int16 chance_mod=0, SkillUseTypes skill=SkillArchery, float speed=4.0f, const char *IDFile = nullptr);
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void DoRangedAttackDmg(Mob* other, bool Launch = true, int16 damage_mod = 0, int16 chance_mod = 0, EQEmu::skills::SkillType skill = EQEmu::skills::SkillArchery, float speed = 4.0f, const char *IDFile = nullptr);
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bool DatabaseCastAccepted(int spell_id);
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bool IsFactionListAlly(uint32 other_faction);
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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, SkillUseTypes 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::Item_Struct* 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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@@ -497,7 +497,7 @@ protected:
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uint32 roambox_delay;
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uint32 roambox_min_delay;
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uint16 skills[HIGHEST_SKILL+1];
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uint16 skills[EQEmu::skills::HIGHEST_SKILL + 1];
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uint32 equipment[EQEmu::legacy::EQUIPMENT_SIZE]; //this is an array of item IDs
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