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Quick fix for NPC attack skill issue
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@ -53,9 +53,8 @@ extern WorldServer worldserver;
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extern EntityList entity_list;
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extern Zone* zone;
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EQEmu::skills::SkillType Mob::AttackAnimation(int Hand, const EQEmu::ItemInstance* weapon)
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EQEmu::skills::SkillType Mob::AttackAnimation(int Hand, const EQEmu::ItemInstance* weapon, EQEmu::skills:SkillType skillinuse)
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{
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EQEmu::skills::SkillType skillinuse = EQEmu::skills::Skill1HBlunt;
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// Determine animation
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int type = 0;
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if (weapon && weapon->IsClassCommon()) {
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@ -1924,7 +1923,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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//do attack animation regardless of whether or not we can hit below
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int16 charges = 0;
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EQEmu::ItemInstance weapon_inst(weapon, charges);
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my_hit.skill = AttackAnimation(Hand, &weapon_inst);
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my_hit.skill = AttackAnimation(Hand, &weapon_inst, my_hit.skill);
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//basically "if not immune" then do the attack
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if (weapon_damage > 0) {
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@ -233,7 +233,7 @@ public:
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inline bool SeeImprovedHide() const { return see_improved_hide; }
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bool IsInvisible(Mob* other = 0) const;
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void SetInvisible(uint8 state);
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EQEmu::skills::SkillType AttackAnimation(int Hand, const EQEmu::ItemInstance* weapon);
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EQEmu::skills::SkillType AttackAnimation(int Hand, const EQEmu::ItemInstance* weapon, EQEmu::skills::SkillType skillinuse = EQEmu::skills::Skill1HBlunt);
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//Song
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bool UseBardSpellLogic(uint16 spell_id = 0xffff, int slot = -1);
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