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synced 2026-09-04 18:46:37 +00:00
Mostly done with global base scaling work, dev tooling and various other works
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+18
-10
@@ -106,7 +106,7 @@ public:
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static bool SpawnZoneController();
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static int8 GetAILevel(bool iForceReRead = false);
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NPC(const NPCType* data, Spawn2* respawn, const glm::vec4& position, int iflymode, bool IsCorpse = false);
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NPC(const NPCType* npc_type_data, Spawn2* respawn, const glm::vec4& position, int iflymode, bool IsCorpse = false);
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virtual ~NPC();
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@@ -142,9 +142,6 @@ public:
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virtual void AI_Event_SpellCastFinished(bool iCastSucceeded, uint16 slot);
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void LevelScale();
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void CalcNPCResists();
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void CalcNPCRegen();
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void CalcNPCDamage();
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virtual void SetTarget(Mob* mob);
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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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@@ -255,12 +252,23 @@ public:
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void SignalNPC(int _signal_id);
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inline int32 GetNPCFactionID() const { return npc_faction_id; }
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inline int32 GetPrimaryFaction() const { return primary_faction; }
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int32 GetNPCHate(Mob* in_ent) {return hate_list.GetEntHateAmount(in_ent);}
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bool IsOnHatelist(Mob*p) { return hate_list.IsEntOnHateList(p);}
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inline int32 GetNPCFactionID() const
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{ return npc_faction_id; }
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void SetNPCFactionID(int32 in) { npc_faction_id = in; database.GetFactionIdsForNPC(npc_faction_id, &faction_list, &primary_faction); }
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inline int32 GetPrimaryFaction() const
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{ return primary_faction; }
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int32 GetNPCHate(Mob *in_ent)
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{ return hate_list.GetEntHateAmount(in_ent); }
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bool IsOnHatelist(Mob *p)
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{ return hate_list.IsEntOnHateList(p); }
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void SetNPCFactionID(int32 in)
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{
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npc_faction_id = in;
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database.GetFactionIdsForNPC(npc_faction_id, &faction_list, &primary_faction);
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}
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glm::vec4 m_SpawnPoint;
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@@ -357,7 +365,7 @@ public:
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void SetAvoidanceRating(int32 d) { avoidance_rating = d;}
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int32 GetRawAC() const { return AC; }
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void ModifyNPCStat(const char *identifier, const char *newValue);
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void ModifyNPCStat(const char *identifier, const char *new_value);
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virtual void SetLevel(uint8 in_level, bool command = false);
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bool IsLDoNTrapped() const { return (ldon_trapped); }
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