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NPC ranged attack projectiles will now do damage on impact.
Uses same rule as the client version.
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@@ -155,6 +155,7 @@ public:
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virtual void RangedAttack(Mob* other);
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virtual void ThrowingAttack(Mob* other) { }
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int32 GetNumberOfAttacks() const { return attack_count; }
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void DoRangedAttackDmg(Mob* other, bool Launch=true, int16 damage_mod=0, int16 chance_mod=0, SkillUseTypes skill=SkillArchery, float speed=4.0f, const char *IDFile = nullptr);
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bool DatabaseCastAccepted(int spell_id);
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bool IsFactionListAlly(uint32 other_faction);
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