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Renamed and moved SkillUseTypes enumeration to EQEmu::skills::SkillType; eq_dictionary work
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+8
-7
@@ -22,6 +22,7 @@
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#include "../common/skills.h"
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#include "../common/spdat.h"
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#include "../common/string_util.h"
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#include "../common/say_link.h"
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#include "entity.h"
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#include "event_codes.h"
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@@ -1152,10 +1153,10 @@ void QuestManager::doanim(int anim_id) {
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void QuestManager::addskill(int skill_id, int value) {
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QuestManagerCurrentQuestVars();
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if(skill_id < 0 || skill_id > HIGHEST_SKILL)
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if (skill_id < 0 || skill_id > EQEmu::skills::HIGHEST_SKILL)
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return;
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if (initiator && initiator->IsClient())
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initiator->AddSkill((SkillUseTypes) skill_id, value);
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initiator->AddSkill((EQEmu::skills::SkillType) skill_id, value);
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}
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void QuestManager::setlanguage(int skill_id, int value) {
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@@ -1166,10 +1167,10 @@ void QuestManager::setlanguage(int skill_id, int value) {
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void QuestManager::setskill(int skill_id, int value) {
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QuestManagerCurrentQuestVars();
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if(skill_id < 0 || skill_id > HIGHEST_SKILL)
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if (skill_id < 0 || skill_id > EQEmu::skills::HIGHEST_SKILL)
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return;
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if (initiator && initiator->IsClient())
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initiator->SetSkill((SkillUseTypes) skill_id, value);
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initiator->SetSkill((EQEmu::skills::SkillType) skill_id, value);
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}
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void QuestManager::setallskill(int value) {
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@@ -1177,8 +1178,8 @@ void QuestManager::setallskill(int value) {
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if (!initiator)
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return;
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if (initiator && initiator->IsClient()) {
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SkillUseTypes sk;
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for (sk = Skill1HBlunt; sk <= HIGHEST_SKILL; sk = (SkillUseTypes)(sk+1)) {
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EQEmu::skills::SkillType sk;
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for (sk = EQEmu::skills::Skill1HBlunt; sk <= EQEmu::skills::HIGHEST_SKILL; sk = (EQEmu::skills::SkillType)(sk + 1)) {
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initiator->SetSkill(sk, value);
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}
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}
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@@ -1772,7 +1773,7 @@ void QuestManager::clear_zone_flag(int zone_id) {
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void QuestManager::sethp(int hpperc) {
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QuestManagerCurrentQuestVars();
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int newhp = (owner->GetMaxHP() * (100 - hpperc)) / 100;
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owner->Damage(owner, newhp, SPELL_UNKNOWN, SkillHandtoHand, false, 0, false);
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owner->Damage(owner, newhp, SPELL_UNKNOWN, EQEmu::skills::SkillHandtoHand, false, 0, false);
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}
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bool QuestManager::summonburiedplayercorpse(uint32 char_id, const glm::vec4& position) {
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