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Reintegration of inventory-based EQDictionary references
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+8
-8
@@ -184,7 +184,7 @@ public:
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virtual void RangedAttack(Mob* other) { }
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virtual void ThrowingAttack(Mob* other) { }
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// 13 = Primary (default), 14 = secondary
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virtual bool Attack(Mob* other, int Hand = EQEmu::inventory::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
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virtual bool Attack(Mob* other, int Hand = EQEmu::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
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bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) = 0;
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void DoAttack(Mob *other, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
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int MonkSpecialAttack(Mob* other, uint8 skill_used);
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@@ -675,7 +675,7 @@ public:
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inline AuraMgr &GetAuraMgr() { return aura_mgr; } // mainly used for zone db loading/saving
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//Procs
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void TriggerDefensiveProcs(Mob *on, uint16 hand = EQEmu::inventory::slotPrimary, bool FromSkillProc = false, int damage = 0);
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void TriggerDefensiveProcs(Mob *on, uint16 hand = EQEmu::invslot::slotPrimary, bool FromSkillProc = false, int damage = 0);
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bool AddRangedProc(uint16 spell_id, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN);
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bool RemoveRangedProc(uint16 spell_id, bool bAll = false);
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bool HasRangedProcs() const;
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@@ -1286,13 +1286,13 @@ protected:
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void TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false); // hand = SlotCharm?
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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::inventory::slotPrimary);
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void TryWeaponProc(const EQEmu::ItemInstance* inst, const EQEmu::ItemData* weapon, Mob *on, uint16 hand = EQEmu::inventory::slotPrimary);
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void TrySpellProc(const EQEmu::ItemInstance* inst, const EQEmu::ItemData* weapon, Mob *on, uint16 hand = EQEmu::inventory::slotPrimary);
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void TryWeaponProc(const EQEmu::ItemInstance* weapon, Mob *on, uint16 hand = EQEmu::inventory::slotPrimary);
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void TryDefensiveProc(Mob *on, uint16 hand = EQEmu::invslot::slotPrimary);
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void TryWeaponProc(const EQEmu::ItemInstance* inst, const EQEmu::ItemData* weapon, Mob *on, uint16 hand = EQEmu::invslot::slotPrimary);
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void TrySpellProc(const EQEmu::ItemInstance* inst, const EQEmu::ItemData* weapon, Mob *on, uint16 hand = EQEmu::invslot::slotPrimary);
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void TryWeaponProc(const EQEmu::ItemInstance* weapon, Mob *on, uint16 hand = EQEmu::invslot::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::inventory::slotPrimary);
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virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = EQEmu::inventory::slotPrimary, Mob *on = nullptr);
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virtual float GetProcChances(float ProcBonus, uint16 hand = EQEmu::invslot::slotPrimary);
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virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = EQEmu::invslot::slotPrimary, Mob *on = nullptr);
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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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#ifdef BOTS
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