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https://github.com/EQEmu/Server.git
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Some minor cleanup. [skip ci]
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+4
-4
@@ -481,7 +481,7 @@ void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
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}
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/*
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solar: returns false if attack should not be allowed
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returns false if attack should not be allowed
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I try to list every type of conflict that's possible here, so it's easy
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to see how the decision is made. Yea, it could be condensed and made
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faster, but I'm doing it this way to make it readable and easy to modify
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@@ -550,7 +550,7 @@ bool Mob::IsAttackAllowed(Mob *target, bool isSpellAttack)
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}
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}
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// solar: the format here is a matrix of mob type vs mob type.
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// the format here is a matrix of mob type vs mob type.
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// redundant ones are omitted and the reverse is tried if it falls through.
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// first figure out if we're pets. we always look at the master's flags.
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@@ -701,7 +701,7 @@ type', in which case, the answer is yes.
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}
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// solar: this is to check if non detrimental things are allowed to be done
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// this is to check if non detrimental things are allowed to be done
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// to the target. clients cannot affect npcs and vice versa, and clients
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// cannot affect other clients that are not of the same pvp flag as them.
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// also goes for their pets
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@@ -717,7 +717,7 @@ bool Mob::IsBeneficialAllowed(Mob *target)
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if (target->GetAllowBeneficial())
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return true;
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// solar: see IsAttackAllowed for notes
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// see IsAttackAllowed for notes
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// first figure out if we're pets. we always look at the master's flags.
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// no need to compare pets to anything
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+3
-3
@@ -343,7 +343,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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{
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/* solar: called when a mob is attacked, does the checks to see if it's a hit
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/* called when a mob is attacked, does the checks to see if it's a hit
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* and does other mitigation checks. 'this' is the mob being attacked.
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*
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* special return values:
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@@ -1378,7 +1378,7 @@ void Client::Damage(Mob* other, int32 damage, uint16 spell_id, SkillUseTypes att
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if(spell_id==0)
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spell_id = SPELL_UNKNOWN;
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// cut all PVP spell damage to 2/3 -solar
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// cut all PVP spell damage to 2/3
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// Blasting ourselfs is considered PvP
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//Don't do PvP mitigation if the caster is damaging himself
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if(other && other->IsClient() && (other != this) && damage > 0) {
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@@ -2545,7 +2545,7 @@ void Mob::AddToHateList(Mob* other, uint32 hate /*= 0*/, int32 damage /*= 0*/, b
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}
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}
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// solar: this is called from Damage() when 'this' is attacked by 'other.
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// this is called from Damage() when 'this' is attacked by 'other.
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// 'this' is the one being attacked
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// 'other' is the attacker
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// a damage shield causes damage (or healing) to whoever attacks the wearer
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+2
-2
@@ -18,7 +18,7 @@
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/*
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solar: Beacon class, extends Mob. Used for AE rain spells to have a mob
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Beacon class, extends Mob. Used for AE rain spells to have a mob
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target to center around.
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*/
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@@ -48,7 +48,7 @@ class Zone;
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extern EntityList entity_list;
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extern Zone* zone;
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// solar: if lifetime is 0 this is a permanent beacon.. not sure if that'll be
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// if lifetime is 0 this is a permanent beacon.. not sure if that'll be
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// useful for anything
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Beacon::Beacon(Mob *at_mob, int lifetime)
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:Mob
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+2
-2
@@ -7406,7 +7406,7 @@ float Bot::GetProcChances(float ProcBonus, uint16 hand) {
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bool Bot::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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{
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/* solar: called when a mob is attacked, does the checks to see if it's a hit
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/* called when a mob is attacked, does the checks to see if it's a hit
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* and does other mitigation checks. 'this' is the mob being attacked.
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*
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* special return values:
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@@ -7781,7 +7781,7 @@ void Bot::TryBackstab(Mob *other, int ReuseTime) {
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if (bIsBehind || bCanFrontalBS){ // Bot is behind other OR can do Frontal Backstab
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// solar - chance to assassinate
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// chance to assassinate
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int chance = 10 + (GetDEX()/10) + (itembonuses.HeroicDEX/10); //18.5% chance at 85 dex 40% chance at 300 dex
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if(
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level >= 60 && // bot is 60 or higher
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@@ -413,15 +413,6 @@ int Client::HandlePacket(const EQApplicationPacket *app)
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std::cout << "Received 0x" << std::hex << std::setw(4) << std::setfill('0') << opcode << ", size=" << std::dec << app->size << std::endl;
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#endif
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#ifdef SOLAR
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if(0 && opcode != OP_ClientUpdate)
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{
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Log.LogDebug(Logs::General,"HandlePacket() OPCODE debug enabled client %s", GetName());
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std::cerr << "OPCODE: " << std::hex << std::setw(4) << std::setfill('0') << opcode << std::dec << ", size: " << app->size << std::endl;
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DumpPacket(app);
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}
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#endif
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switch(client_state) {
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case CLIENT_CONNECTING: {
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if(ConnectingOpcodes.count(opcode) != 1) {
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+1
-1
@@ -7,7 +7,7 @@
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#define HIGHEST_RESIST 9 //Max resist type value
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#define MAX_SPELL_PROJECTILE 10 //Max amount of spell projectiles that can be active by a single mob.
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/* solar: macros for IsAttackAllowed, IsBeneficialAllowed */
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/* macros for IsAttackAllowed, IsBeneficialAllowed */
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#define _CLIENT(x) (x && x->IsClient() && !x->CastToClient()->IsBecomeNPC())
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#define _NPC(x) (x && x->IsNPC() && !x->CastToMob()->GetOwnerID())
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#define _BECOMENPC(x) (x && x->IsClient() && x->CastToClient()->IsBecomeNPC())
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+1
-1
@@ -318,7 +318,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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// get their tints
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memcpy(item_tint, &client->GetPP().item_tint, sizeof(item_tint));
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// solar: TODO soulbound items need not be added to corpse, but they need
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// TODO soulbound items need not be added to corpse, but they need
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// to go into the regular slots on the player, out of bags
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std::list<uint32> removed_list;
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+2
-2
@@ -684,7 +684,7 @@ void EntityList::AETaunt(Client* taunter, float range)
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}
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}
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// solar: causes caster to hit every mob within dist range of center with
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// causes caster to hit every mob within dist range of center with
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// spell_id.
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// NPC spells will only affect other NPCs with compatible faction
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void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster, int16 resist_adjust)
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@@ -820,7 +820,7 @@ void EntityList::MassGroupBuff(Mob *caster, Mob *center, uint16 spell_id, bool a
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}
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}
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// solar: causes caster to hit every mob within dist range of center with
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// causes caster to hit every mob within dist range of center with
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// a bard pulse of spell_id.
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// NPC spells will only affect other NPCs with compatible faction
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void EntityList::AEBardPulse(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster)
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+2
-2
@@ -879,7 +879,7 @@ void Client::PutLootInInventory(int16 slot_id, const ItemInst &inst, ServerLootI
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if(bag_item_data) { // bag contents
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int16 interior_slot;
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// solar: our bag went into slot_id, now let's pack the contents in
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// our bag went into slot_id, now let's pack the contents in
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for(int i = SUB_BEGIN; i < EmuConstants::ITEM_CONTAINER_SIZE; i++) {
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if(bag_item_data[i] == nullptr)
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continue;
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@@ -993,7 +993,7 @@ bool Client::AutoPutLootInInventory(ItemInst& inst, bool try_worn, bool try_curs
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return false;
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}
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// solar: helper function for AutoPutLootInInventory
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// helper function for AutoPutLootInInventory
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void Client::MoveItemCharges(ItemInst &from, int16 to_slot, uint8 type)
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{
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ItemInst *tmp_inst = m_inv.GetItem(to_slot);
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+1
-1
@@ -2792,7 +2792,7 @@ void Mob::Say(const char *format, ...)
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}
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//
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// solar: this is like the above, but the first parameter is a string id
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// this is like the above, but the first parameter is a string id
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//
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void Mob::Say_StringID(uint32 string_id, const char *message3, const char *message4, const char *message5, const char *message6, const char *message7, const char *message8, const char *message9)
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{
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+1
-1
@@ -123,7 +123,7 @@ public:
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//Attack
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virtual void RogueBackstab(Mob* other, bool min_damage = false, int ReuseTime = 10);
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virtual void RogueAssassinate(Mob* other); // solar
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virtual void RogueAssassinate(Mob* other);
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float MobAngle(Mob *other = 0, float ourx = 0.0f, float oury = 0.0f) const;
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// greater than 90 is behind
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inline bool BehindMob(Mob *other = 0, float ourx = 0.0f, float oury = 0.0f) const
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@@ -663,7 +663,7 @@ void Mob::RogueBackstab(Mob* other, bool min_damage, int ReuseTime)
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DoAnim(animPiercing);
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}
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// solar - assassinate [Kayen: No longer used for regular assassinate 6-29-14]
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// assassinate [No longer used for regular assassinate 6-29-14]
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void Mob::RogueAssassinate(Mob* other)
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{
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//can you dodge, parry, etc.. an assassinate??
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@@ -647,7 +647,7 @@ void WorldServer::Process() {
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case ServerOP_Petition: {
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std::cout << "Got Server Requested Petition List Refresh" << std::endl;
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ServerPetitionUpdate_Struct* sus = (ServerPetitionUpdate_Struct*) pack->pBuffer;
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// solar: this was typoed to = instead of ==, not that it acts any different now though..
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// this was typoed to = instead of ==, not that it acts any different now though..
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if (sus->status == 0) petition_list.ReadDatabase();
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else if (sus->status == 1) petition_list.ReadDatabase(); // Until I fix this to be better....
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break;
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