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Reintegration of inventory-based EQDictionary references
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+3
-3
@@ -80,9 +80,9 @@ static const std::string bot_stance_name[BOT_STANCE_COUNT] = {
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static const char* GetBotStanceName(int stance_id) { return bot_stance_name[VALIDBOTSTANCE(stance_id)].c_str(); }
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#define VALIDBOTEQUIPSLOT(x) ((x >= EQEmu::legacy::EQUIPMENT_BEGIN && x <= EQEmu::legacy::EQUIPMENT_END) ? (x) : ((x == EQEmu::inventory::slotPowerSource) ? (22) : (23)))
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#define VALIDBOTEQUIPSLOT(x) ((x >= EQEmu::invslot::EQUIPMENT_BEGIN && x <= EQEmu::invslot::EQUIPMENT_END) ? (x) : ((x == EQEmu::invslot::SLOT_POWER_SOURCE) ? (22) : (23)))
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static std::string bot_equip_slot_name[EQEmu::legacy::EQUIPMENT_SIZE + 2] =
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static std::string bot_equip_slot_name[EQEmu::invslot::EQUIPMENT_COUNT + 2] =
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{
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"Charm", // MainCharm
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"Left Ear", // MainEar1
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@@ -256,7 +256,7 @@ public:
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//abstract virtual function implementations requird by base abstract class
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None);
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virtual bool Attack(Mob* other, int Hand = EQEmu::inventory::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false,
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virtual bool Attack(Mob* other, int Hand = EQEmu::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false,
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ExtraAttackOptions *opts = nullptr);
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virtual bool HasRaid() { return (GetRaid() ? true : false); }
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virtual bool HasGroup() { return (GetGroup() ? true : false); }
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