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Fixed bad formatting of client.h and merc.h caused by my last commit.
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parent
d7e05de556
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1328
zone/client.h
1328
zone/client.h
File diff suppressed because it is too large
Load Diff
234
zone/merc.h
234
zone/merc.h
@ -4,17 +4,17 @@
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#include "zonedb.h"
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#include "zonedb.h"
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#include "npc.h"
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#include "npc.h"
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#define MAXMERCS 1
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#define MAXMERCS 1
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#define MERC_DEBUG 0
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#define MERC_DEBUG 0
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#define TANK 1
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#define TANK 1
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#define HEALER 2
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#define HEALER 2
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#define MELEEDPS 9
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#define MELEEDPS 9
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#define CASTERDPS 12
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#define CASTERDPS 12
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#define NO_MERC_ID 0
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#define NO_MERC_ID 0
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#define MERC_STATE_NORMAL 5
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#define MERC_STATE_NORMAL 5
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#define MERC_STATE_SUSPENDED 1
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#define MERC_STATE_SUSPENDED 1
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#define NOT_SUSPENDED_TIME 0
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#define NOT_SUSPENDED_TIME 0
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const int MercAISpellRange = 100; // TODO: Write a method that calcs what the merc's spell range is based on spell, equipment, AA, whatever and replace this
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const int MercAISpellRange = 100; // TODO: Write a method that calcs what the merc's spell range is based on spell, equipment, AA, whatever and replace this
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@ -31,19 +31,19 @@ enum MercStanceType {
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};
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};
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struct MercSpell {
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struct MercSpell {
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uint16 spellid; // <= 0 = no spell
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uint16 spellid; // <= 0 = no spell
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uint32 type; // 0 = never, must be one (and only one) of the defined values
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uint32 type; // 0 = never, must be one (and only one) of the defined values
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int16 stance; // 0 = all, + = only this stance, - = all except this stance
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int16 stance; // 0 = all, + = only this stance, - = all except this stance
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int16 slot;
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int16 slot;
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uint16 proc_chance;
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uint16 proc_chance;
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uint32 time_cancast; // when we can cast this spell next
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uint32 time_cancast; // when we can cast this spell next
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};
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};
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struct MercTimer {
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struct MercTimer {
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uint16 timerid; // EndurTimerIndex
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uint16 timerid; // EndurTimerIndex
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uint8 timertype; // 1 = spell, 2 = disc
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uint8 timertype; // 1 = spell, 2 = disc
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uint16 spellid; // <= 0 = no spell
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uint16 spellid; // <= 0 = no spell
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uint32 time_cancast; // when we can cast this spell next
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uint32 time_cancast; // when we can cast this spell next
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};
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};
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class Merc : public NPC {
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class Merc : public NPC {
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@ -170,16 +170,16 @@ public:
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inline const uint8 GetClientVersion() const { return _OwnerClientVersion; }
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inline const uint8 GetClientVersion() const { return _OwnerClientVersion; }
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virtual void SetTarget(Mob* mob);
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virtual void SetTarget(Mob* mob);
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bool HasSkill(SkillUseTypes skill_id) const;
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bool HasSkill(SkillUseTypes skill_id) const;
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bool CanHaveSkill(SkillUseTypes skill_id) const;
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bool CanHaveSkill(SkillUseTypes skill_id) const;
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uint16 MaxSkill(SkillUseTypes skillid, uint16 class_, uint16 level) const;
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uint16 MaxSkill(SkillUseTypes skillid, uint16 class_, uint16 level) const;
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inline uint16 MaxSkill(SkillUseTypes skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
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inline uint16 MaxSkill(SkillUseTypes skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
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virtual void DoClassAttacks(Mob *target);
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virtual void DoClassAttacks(Mob *target);
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void CheckHateList();
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void CheckHateList();
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bool CheckTaunt();
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bool CheckTaunt();
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bool CheckAETaunt();
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bool CheckAETaunt();
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bool CheckConfidence();
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bool CheckConfidence();
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bool TryHide();
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bool TryHide();
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// stat functions
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// stat functions
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virtual void CalcBonuses();
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virtual void CalcBonuses();
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@ -189,56 +189,56 @@ public:
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inline virtual int32 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; }
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inline virtual int32 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; }
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int32 GetRawACNoShield(int &shield_ac) const;
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int32 GetRawACNoShield(int &shield_ac) const;
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inline virtual int32 GetSTR() const { return STR; }
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inline virtual int32 GetSTR() const { return STR; }
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inline virtual int32 GetSTA() const { return STA; }
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inline virtual int32 GetSTA() const { return STA; }
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inline virtual int32 GetDEX() const { return DEX; }
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inline virtual int32 GetDEX() const { return DEX; }
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inline virtual int32 GetAGI() const { return AGI; }
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inline virtual int32 GetAGI() const { return AGI; }
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inline virtual int32 GetINT() const { return INT; }
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inline virtual int32 GetINT() const { return INT; }
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inline virtual int32 GetWIS() const { return WIS; }
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inline virtual int32 GetWIS() const { return WIS; }
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inline virtual int32 GetCHA() const { return CHA; }
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inline virtual int32 GetCHA() const { return CHA; }
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inline virtual int32 GetMR() const { return MR; }
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inline virtual int32 GetMR() const { return MR; }
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inline virtual int32 GetFR() const { return FR; }
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inline virtual int32 GetFR() const { return FR; }
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inline virtual int32 GetDR() const { return DR; }
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inline virtual int32 GetDR() const { return DR; }
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inline virtual int32 GetPR() const { return PR; }
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inline virtual int32 GetPR() const { return PR; }
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inline virtual int32 GetCR() const { return CR; }
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inline virtual int32 GetCR() const { return CR; }
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inline virtual int32 GetCorrup() const { return Corrup; }
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inline virtual int32 GetCorrup() const { return Corrup; }
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inline virtual int32 GetHeroicSTR() const { return itembonuses.HeroicSTR; }
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inline virtual int32 GetHeroicSTR() const { return itembonuses.HeroicSTR; }
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inline virtual int32 GetHeroicSTA() const { return itembonuses.HeroicSTA; }
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inline virtual int32 GetHeroicSTA() const { return itembonuses.HeroicSTA; }
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inline virtual int32 GetHeroicDEX() const { return itembonuses.HeroicDEX; }
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inline virtual int32 GetHeroicDEX() const { return itembonuses.HeroicDEX; }
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inline virtual int32 GetHeroicAGI() const { return itembonuses.HeroicAGI; }
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inline virtual int32 GetHeroicAGI() const { return itembonuses.HeroicAGI; }
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inline virtual int32 GetHeroicINT() const { return itembonuses.HeroicINT; }
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inline virtual int32 GetHeroicINT() const { return itembonuses.HeroicINT; }
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inline virtual int32 GetHeroicWIS() const { return itembonuses.HeroicWIS; }
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inline virtual int32 GetHeroicWIS() const { return itembonuses.HeroicWIS; }
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inline virtual int32 GetHeroicCHA() const { return itembonuses.HeroicCHA; }
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inline virtual int32 GetHeroicCHA() const { return itembonuses.HeroicCHA; }
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inline virtual int32 GetHeroicMR() const { return itembonuses.HeroicMR; }
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inline virtual int32 GetHeroicMR() const { return itembonuses.HeroicMR; }
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inline virtual int32 GetHeroicFR() const { return itembonuses.HeroicFR; }
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inline virtual int32 GetHeroicFR() const { return itembonuses.HeroicFR; }
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inline virtual int32 GetHeroicDR() const { return itembonuses.HeroicDR; }
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inline virtual int32 GetHeroicDR() const { return itembonuses.HeroicDR; }
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inline virtual int32 GetHeroicPR() const { return itembonuses.HeroicPR; }
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inline virtual int32 GetHeroicPR() const { return itembonuses.HeroicPR; }
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inline virtual int32 GetHeroicCR() const { return itembonuses.HeroicCR; }
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inline virtual int32 GetHeroicCR() const { return itembonuses.HeroicCR; }
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inline virtual int32 GetHeroicCorrup() const { return itembonuses.HeroicCorrup; }
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inline virtual int32 GetHeroicCorrup() const { return itembonuses.HeroicCorrup; }
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// Mod2
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// Mod2
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inline virtual int32 GetShielding() const { return itembonuses.MeleeMitigation; }
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inline virtual int32 GetShielding() const { return itembonuses.MeleeMitigation; }
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inline virtual int32 GetSpellShield() const { return itembonuses.SpellShield; }
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inline virtual int32 GetSpellShield() const { return itembonuses.SpellShield; }
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inline virtual int32 GetDoTShield() const { return itembonuses.DoTShielding; }
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inline virtual int32 GetDoTShield() const { return itembonuses.DoTShielding; }
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inline virtual int32 GetStunResist() const { return itembonuses.StunResist; }
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inline virtual int32 GetStunResist() const { return itembonuses.StunResist; }
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inline virtual int32 GetStrikeThrough() const { return itembonuses.StrikeThrough; }
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inline virtual int32 GetStrikeThrough() const { return itembonuses.StrikeThrough; }
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inline virtual int32 GetAvoidance() const { return itembonuses.AvoidMeleeChance; }
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inline virtual int32 GetAvoidance() const { return itembonuses.AvoidMeleeChance; }
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inline virtual int32 GetAccuracy() const { return itembonuses.HitChance; }
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inline virtual int32 GetAccuracy() const { return itembonuses.HitChance; }
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inline virtual int32 GetCombatEffects() const { return itembonuses.ProcChance; }
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inline virtual int32 GetCombatEffects() const { return itembonuses.ProcChance; }
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inline virtual int32 GetDS() const { return itembonuses.DamageShield; }
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inline virtual int32 GetDS() const { return itembonuses.DamageShield; }
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// Mod3
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// Mod3
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inline virtual int32 GetHealAmt() const { return itembonuses.HealAmt; }
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inline virtual int32 GetHealAmt() const { return itembonuses.HealAmt; }
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inline virtual int32 GetSpellDmg() const { return itembonuses.SpellDmg; }
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inline virtual int32 GetSpellDmg() const { return itembonuses.SpellDmg; }
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inline virtual int32 GetClair() const { return itembonuses.Clairvoyance; }
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inline virtual int32 GetClair() const { return itembonuses.Clairvoyance; }
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inline virtual int32 GetDSMit() const { return itembonuses.DSMitigation; }
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inline virtual int32 GetDSMit() const { return itembonuses.DSMitigation; }
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inline virtual int32 GetSingMod() const { return itembonuses.singingMod; }
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inline virtual int32 GetSingMod() const { return itembonuses.singingMod; }
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inline virtual int32 GetBrassMod() const { return itembonuses.brassMod; }
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inline virtual int32 GetBrassMod() const { return itembonuses.brassMod; }
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inline virtual int32 GetPercMod() const { return itembonuses.percussionMod; }
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inline virtual int32 GetPercMod() const { return itembonuses.percussionMod; }
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inline virtual int32 GetStringMod() const { return itembonuses.stringedMod; }
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inline virtual int32 GetStringMod() const { return itembonuses.stringedMod; }
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inline virtual int32 GetWindMod() const { return itembonuses.windMod; }
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inline virtual int32 GetWindMod() const { return itembonuses.windMod; }
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inline virtual int32 GetDelayDeath() const { return aabonuses.DelayDeath + spellbonuses.DelayDeath + itembonuses.DelayDeath + 11; }
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inline virtual int32 GetDelayDeath() const { return aabonuses.DelayDeath + spellbonuses.DelayDeath + itembonuses.DelayDeath + 11; }
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// "SET" Class Methods
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// "SET" Class Methods
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void SetMercData (uint32 templateID );
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void SetMercData (uint32 templateID );
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@ -279,53 +279,53 @@ protected:
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std::map<uint32,MercTimer> timers;
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std::map<uint32,MercTimer> timers;
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uint16 skills[HIGHEST_SKILL+1];
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uint16 skills[HIGHEST_SKILL+1];
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uint32 equipment[EmuConstants::EQUIPMENT_SIZE]; //this is an array of item IDs
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uint32 equipment[EmuConstants::EQUIPMENT_SIZE]; //this is an array of item IDs
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uint16 d_meele_texture1; //this is an item Material value
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uint16 d_meele_texture1; //this is an item Material value
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uint16 d_meele_texture2; //this is an item Material value (offhand)
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uint16 d_meele_texture2; //this is an item Material value (offhand)
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uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
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uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
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uint8 sec_melee_type; //Sets the Secondary Weapon attack message and animation
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uint8 sec_melee_type; //Sets the Secondary Weapon attack message and animation
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private:
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private:
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int32 CalcAC();
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int32 CalcAC();
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int32 GetACMit();
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int32 GetACMit();
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int32 GetACAvoid();
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int32 GetACAvoid();
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int32 acmod();
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int32 acmod();
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int32 CalcATK();
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int32 CalcATK();
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//int CalcHaste();
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//int CalcHaste();
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int32 CalcSTR();
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int32 CalcSTR();
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int32 CalcSTA();
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int32 CalcSTA();
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int32 CalcDEX();
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int32 CalcDEX();
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int32 CalcAGI();
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int32 CalcAGI();
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int32 CalcINT();
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int32 CalcINT();
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int32 CalcWIS();
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int32 CalcWIS();
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int32 CalcCHA();
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int32 CalcCHA();
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int32 CalcMR();
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int32 CalcMR();
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int32 CalcFR();
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int32 CalcFR();
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int32 CalcDR();
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int32 CalcDR();
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int32 CalcPR();
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int32 CalcPR();
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int32 CalcCR();
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int32 CalcCR();
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int32 CalcCorrup();
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int32 CalcCorrup();
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int32 CalcMaxHP();
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int32 CalcMaxHP();
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int32 CalcBaseHP();
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int32 CalcBaseHP();
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int32 GetClassHPFactor();
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int32 GetClassHPFactor();
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int32 CalcHPRegen();
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int32 CalcHPRegen();
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int32 CalcHPRegenCap();
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int32 CalcHPRegenCap();
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int32 CalcMaxMana();
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int32 CalcMaxMana();
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int32 CalcBaseMana();
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int32 CalcBaseMana();
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int32 CalcManaRegen();
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int32 CalcManaRegen();
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int32 CalcBaseManaRegen();
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int32 CalcBaseManaRegen();
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int32 CalcManaRegenCap();
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int32 CalcManaRegenCap();
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void CalcMaxEndurance(); //This calculates the maximum endurance we can have
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void CalcMaxEndurance(); //This calculates the maximum endurance we can have
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int32 CalcBaseEndurance(); //Calculates Base End
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int32 CalcBaseEndurance(); //Calculates Base End
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int32 GetMaxEndurance() const {return max_end;} //This gets our endurance from the last CalcMaxEndurance() call
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int32 GetMaxEndurance() const {return max_end;} //This gets our endurance from the last CalcMaxEndurance() call
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int32 CalcEnduranceRegen(); //Calculates endurance regen used in DoEnduranceRegen()
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int32 CalcEnduranceRegen(); //Calculates endurance regen used in DoEnduranceRegen()
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int32 CalcEnduranceRegenCap();
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int32 CalcEnduranceRegenCap();
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void SetEndurance(int32 newEnd); //This sets the current endurance to the new value
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void SetEndurance(int32 newEnd); //This sets the current endurance to the new value
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void DoEnduranceUpkeep(); //does the endurance upkeep
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void DoEnduranceUpkeep(); //does the endurance upkeep
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void CalcRestState();
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void CalcRestState();
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int GroupLeadershipAAHealthEnhancement();
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int GroupLeadershipAAHealthEnhancement();
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int GroupLeadershipAAManaEnhancement();
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int GroupLeadershipAAManaEnhancement();
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@ -351,8 +351,8 @@ private:
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uint32 _baseWIS;
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uint32 _baseWIS;
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uint32 _baseCHA;
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uint32 _baseCHA;
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uint32 _baseATK;
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uint32 _baseATK;
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uint32 _baseRace; // Necessary to preserve the race otherwise mercs get their race updated in the db when they get an illusion.
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uint32 _baseRace; // Necessary to preserve the race otherwise mercs get their race updated in the db when they get an illusion.
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uint8 _baseGender; // Merc gender. Necessary to preserve the original value otherwise it can be changed by illusions.
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uint8 _baseGender; // Merc gender. Necessary to preserve the original value otherwise it can be changed by illusions.
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uint32 _baseMR;
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uint32 _baseMR;
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uint32 _baseCR;
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uint32 _baseCR;
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uint32 _baseDR;
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uint32 _baseDR;
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