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A lot of changes, Client::NukeItem(), Client::DeleteItemInInventory(), Archery damage from uint16 to uint32, a lot of "prettifying" of math, code, and comments.
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@ -787,10 +787,10 @@ public:
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void SetMaterial(int16 slot_id, uint32 item_id);
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void Undye();
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uint32 GetItemIDAt(int16 slot_id);
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uint32 GetAugmentIDAt(int16 slot_id, uint8 augslot);
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int32 GetAugmentIDAt(int16 slot_id, uint8 augslot);
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bool PutItemInInventory(int16 slot_id, const ItemInst& inst, bool client_update = false);
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bool PushItemOnCursor(const ItemInst& inst, bool client_update = false);
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void DeleteItemInInventory(int16 slot_id, int8 quantity = 0, bool client_update = false, bool update_db = true);
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void DeleteItemInInventory(int16 slot_id, int16 quantity = 0, bool client_update = false, bool update_db = true);
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bool SwapItem(MoveItem_Struct* move_in);
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void SwapItemResync(MoveItem_Struct* move_slots);
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void QSSwapItemAuditor(MoveItem_Struct* move_in, bool postaction_call = false);
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@ -129,7 +129,7 @@ public:
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float HeadingAngleToMob(Mob *other); // to keep consistent with client generated messages
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virtual void RangedAttack(Mob* other) { }
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virtual void ThrowingAttack(Mob* other) { }
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uint16 GetThrownDamage(int16 wDmg, int32& TotalDmg, int& minDmg);
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uint32 GetThrownDamage(int16 wDmg, int32& TotalDmg, int& minDmg);
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// 13 = Primary (default), 14 = secondary
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virtual bool Attack(Mob* other, int Hand = 13, bool FromRiposte = false, bool IsStrikethrough = false,
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bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) = 0;
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