mirror of
https://github.com/EQEmu/Server.git
synced 2026-09-04 18:46:37 +00:00
Renamed struct EQEmu::ItemBase to EQEmu::ItemData and class ItemInst to EQEmu::ItemInstance
This commit is contained in:
+19
-19
@@ -43,7 +43,6 @@ class EGNode;
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class Client;
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class EQApplicationPacket;
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class Group;
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class ItemInst;
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class NPC;
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class Raid;
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struct NewSpawn_Struct;
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@@ -51,7 +50,8 @@ struct PlayerPositionUpdateServer_Struct;
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namespace EQEmu
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{
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struct ItemBase;
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struct ItemData;
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class ItemInstance;
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}
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class Mob : public Entity {
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@@ -215,7 +215,7 @@ 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(EQEmu::skills::SkillType &skillinuse, int Hand, const ItemInst* weapon);
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bool AttackAnimation(EQEmu::skills::SkillType &skillinuse, int Hand, const EQEmu::ItemInstance* weapon);
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//Song
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bool UseBardSpellLogic(uint16 spell_id = 0xffff, int slot = -1);
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@@ -242,8 +242,8 @@ public:
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int resist_override = 0, bool CharismaCheck = false, bool CharmTick = false, bool IsRoot = false,
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int level_override = -1);
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int ResistPhysical(int level_diff, uint8 caster_level);
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int ResistElementalWeaponDmg(const ItemInst *item);
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int CheckBaneDamage(const ItemInst *item);
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int ResistElementalWeaponDmg(const EQEmu::ItemInstance *item);
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int CheckBaneDamage(const EQEmu::ItemInstance *item);
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uint16 GetSpecializeSkillValue(uint16 spell_id) const;
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void SendSpellBarDisable();
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void SendSpellBarEnable(uint16 spellid);
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@@ -774,7 +774,7 @@ public:
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virtual int GetHaste();
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int32 GetMeleeMitigation();
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uint8 GetWeaponDamageBonus(const EQEmu::ItemBase* weapon, bool offhand = false);
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uint8 GetWeaponDamageBonus(const EQEmu::ItemData* weapon, bool offhand = false);
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uint16 GetDamageTable(EQEmu::skills::SkillType skillinuse);
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virtual int GetHandToHandDamage(void);
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@@ -799,10 +799,10 @@ public:
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int32 ReduceAllDamage(int32 damage);
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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::ItemBase* 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 DoThrowingAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon = nullptr, const EQEmu::ItemData* 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, 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::ItemBase *AmmoItem = nullptr, int AmmoSlot = 0, float speed = 4.0f);
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bool TryProjectileAttack(Mob* other, const EQEmu::ItemBase *item, EQEmu::skills::SkillType skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo, int AmmoSlot, float speed);
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virtual void DoArcheryAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon = nullptr, const EQEmu::ItemInstance* 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::ItemData *AmmoItem = nullptr, int AmmoSlot = 0, float speed = 4.0f);
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bool TryProjectileAttack(Mob* other, const EQEmu::ItemData *item, EQEmu::skills::SkillType skillInUse, uint16 weapon_dmg, const EQEmu::ItemInstance* RangeWeapon, const EQEmu::ItemInstance* 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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@@ -921,7 +921,7 @@ 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::ItemBase *item, EQEmu::skills::SkillType skillInUse, float velocity = 4.0);
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void SendItemAnimation(Mob *to, const EQEmu::ItemData *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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@@ -985,9 +985,9 @@ public:
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int32 mod_frenzy_damage(int32 dmg);
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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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int32 mod_archery_damage(int32 TotalDmg, bool hasbonus, const ItemInst* RangeWeapon);
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int mod_archery_bonus_chance(int bonuschance, const EQEmu::ItemInstance* RangeWeapon);
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uint32 mod_archery_bonus_damage(uint32 MaxDmg, const EQEmu::ItemInstance* RangeWeapon);
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int32 mod_archery_damage(int32 TotalDmg, bool hasbonus, const EQEmu::ItemInstance* RangeWeapon);
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uint16 mod_throwing_damage(uint16 MaxDmg);
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int32 mod_cast_time(int32 cast_time);
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int mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id);
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@@ -1159,18 +1159,18 @@ protected:
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bool PassLimitToSkill(uint16 spell_id, uint16 skill);
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bool PassLimitClass(uint32 Classes_, uint16 Class_);
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void TryDefensiveProc(Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void TryWeaponProc(const ItemInst* inst, const EQEmu::ItemBase* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void TrySpellProc(const ItemInst* inst, const EQEmu::ItemBase* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on, int level_override = -1);
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void TryWeaponProc(const EQEmu::ItemInstance* inst, const EQEmu::ItemData* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void TrySpellProc(const EQEmu::ItemInstance* inst, const EQEmu::ItemData* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void TryWeaponProc(const EQEmu::ItemInstance* weapon, Mob *on, uint16 hand = EQEmu::legacy::SlotPrimary);
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void ExecWeaponProc(const EQEmu::ItemInstance* weapon, uint16 spell_id, Mob *on, int level_override = -1);
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virtual float GetProcChances(float ProcBonus, uint16 hand = EQEmu::legacy::SlotPrimary);
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virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = EQEmu::legacy::SlotPrimary, Mob *on = nullptr);
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virtual float GetSpecialProcChances(uint16 hand);
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virtual float GetAssassinateProcChances(uint16 ReuseTime);
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virtual float GetSkillProcChances(uint16 ReuseTime, uint16 hand = 0); // hand = MainCharm?
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uint16 GetWeaponSpeedbyHand(uint16 hand);
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int GetWeaponDamage(Mob *against, const EQEmu::ItemBase *weapon_item);
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int GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate = nullptr);
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int GetWeaponDamage(Mob *against, const EQEmu::ItemData *weapon_item);
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int GetWeaponDamage(Mob *against, const EQEmu::ItemInstance *weapon_item, uint32 *hate = nullptr);
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int GetKickDamage();
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int GetBashDamage();
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virtual void ApplySpecialAttackMod(EQEmu::skills::SkillType skill, int32 &dmg, int32 &mindmg);
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