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Grouping with Mercenaries is considerably less buggy.
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+4
-2
@@ -208,7 +208,7 @@ public:
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Client(EQStreamInterface * ieqs);
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~Client();
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//abstract virtual function implementations requird by base abstract class
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//abstract virtual function implementations required by base abstract class
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillUseTypes attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false);
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virtual bool Attack(Mob* other, int Hand = MainPrimary, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false,
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@@ -710,7 +710,7 @@ public:
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void UnscribeSpellAll(bool update_client = true);
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void UntrainDisc(int slot, bool update_client = true);
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void UntrainDiscAll(bool update_client = true);
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bool SpellGlobalCheck(uint16 Spell_ID, uint16 Char_ID);
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bool SpellGlobalCheck(uint16 Spell_ID, uint32 Char_ID);
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uint32 GetCharMaxLevelFromQGlobal();
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inline bool IsSitting() const {return (playeraction == 1);}
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@@ -1098,6 +1098,7 @@ void SetConsumption(int32 in_hunger, int32 in_thirst);
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void RemoveGroupXTargets();
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void RemoveAutoXTargets();
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void ShowXTargets(Client *c);
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bool GroupFollow(Client* inviter);
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void InitializeMercInfo();
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bool CheckCanSpawnMerc(uint32 template_id);
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@@ -1105,6 +1106,7 @@ void SetConsumption(int32 in_hunger, int32 in_thirst);
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bool CheckCanRetainMerc(uint32 upkeep);
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bool CheckCanUnsuspendMerc();
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bool DismissMerc(uint32 MercID);
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bool MercOnlyOrNoGroup();
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inline uint32 GetMercID() const { return mercid; }
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inline uint8 GetMercSlot() const { return mercSlot; }
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void SetMercID( uint32 newmercid) { mercid = newmercid; }
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