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Working on last of Mob:: that can be implemented atm, added safety checks to the lua functions that will be optional later in dev mode. Also changed quest return types to integers instead of doubles as that was non-intuitive
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-21
@@ -25,27 +25,6 @@
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Pet(NPCType *type_data, Mob *owner, PetType type, uint16 spell_id, int16 power);
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};
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/*
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* I dont have the patience to take on this project today....
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class Pet : public NPC {
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public:
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enum eStandingPetOrder { SPO_Follow, SPO_Sit, SPO_Guard };
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const uint16 pet_spell_id;
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inline void SetPetOrder(eStandingPetOrder i) { pStandingPetOrder = i; }
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inline eStandingPetOrder GetPetOrder() const { return pStandingPetOrder; }
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// void SetPetType(uint16 in_type) { typeofpet = in_type; } // put this here because only NPCs can be anything but charmed pets
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void GetPetState(SpellBuff_Struct *buffs, uint32 *items, char *name);
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void SetPetState(SpellBuff_Struct *buffs, uint32 *items);
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protected:
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// uint16 typeofpet; // 0xFF = charmed
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eStandingPetOrder pStandingPetOrder;
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bool taunting;
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Timer taunt_timer; //for pet taunting
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};*/
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#endif
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