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[Cleanup] Multiple cases same outcome and set skip variable to same value (#3216)
# Notes - `skip` is set to `attacker` before it's set to `attacker` again. - Multiple spots in `Mob::AttackAnimation` use the same animations.
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@ -101,30 +101,26 @@ EQ::skills::SkillType Mob::AttackAnimation(int Hand, const EQ::ItemInstance* wea
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}
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else if (IsNPC()) {
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switch (skillinuse) {
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case EQ::skills::Skill1HSlashing: // 1H Slashing
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type = anim1HWeapon;
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break;
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case EQ::skills::Skill2HSlashing: // 2H Slashing
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type = anim2HSlashing;
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break;
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case EQ::skills::Skill1HPiercing: // Piercing
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type = anim1HPiercing;
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break;
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case EQ::skills::Skill1HBlunt: // 1H Blunt
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type = anim1HWeapon;
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break;
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case EQ::skills::Skill2HBlunt: // 2H Blunt
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type = anim2HSlashing; //anim2HWeapon
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break;
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case EQ::skills::Skill2HPiercing: // 2H Piercing
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type = anim2HWeapon;
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break;
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case EQ::skills::SkillHandtoHand:
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type = animHand2Hand;
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break;
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default:
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type = animHand2Hand;
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break;
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case EQ::skills::Skill1HBlunt: // 1H Blunt
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case EQ::skills::Skill1HSlashing: // 1H Slashing
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type = anim1HWeapon;
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break;
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case EQ::skills::Skill2HBlunt: // 2H Blunt
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case EQ::skills::Skill2HSlashing: // 2H Slashing
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type = anim2HSlashing;
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break;
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case EQ::skills::Skill1HPiercing: // Piercing
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type = anim1HPiercing;
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break;
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case EQ::skills::Skill2HPiercing: // 2H Piercing
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type = anim2HWeapon;
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break;
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case EQ::skills::SkillHandtoHand:
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type = animHand2Hand;
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break;
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default:
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type = animHand2Hand;
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break;
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}// switch
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}
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else {
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@ -4305,7 +4301,6 @@ void Mob::CommonDamage(Mob* attacker, int64 &damage, const uint16 spell_id, cons
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attacker->CastToClient()->QueuePacket(outapp, true, CLIENT_CONNECTED, filter);
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}
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}
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skip = attacker;
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}
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//send damage to all clients around except the specified skip mob (attacker or the attacker's owner) and ourself
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