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merge upstream
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+10
-4
@@ -243,8 +243,8 @@ public:
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inline int32 GetNPCFactionID() const { return npc_faction_id; }
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inline int32 GetPrimaryFaction() const { return primary_faction; }
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int32 GetNPCHate(Mob* in_ent) {return hate_list.GetEntHate(in_ent);}
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bool IsOnHatelist(Mob*p) { return hate_list.IsOnHateList(p);}
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int32 GetNPCHate(Mob* in_ent) {return hate_list.GetEntHateAmount(in_ent);}
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bool IsOnHatelist(Mob*p) { return hate_list.IsEntOnHateList(p);}
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void SetNPCFactionID(int32 in) { npc_faction_id = in; database.GetFactionIdsForNPC(npc_faction_id, &faction_list, &primary_faction); }
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@@ -260,6 +260,7 @@ public:
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void SetPetSpellID(uint16 amt) {pet_spell_id = amt;}
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uint32 GetMaxDamage(uint8 tlevel);
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void SetTaunting(bool tog) {taunting = tog;}
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bool IsTaunting() const { return taunting; }
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void PickPocket(Client* thief);
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void StartSwarmTimer(uint32 duration) { swarm_timer.Start(duration); }
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void AddLootDrop(const Item_Struct*dbitem, ItemList* itemlistconst, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange = false);
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@@ -397,6 +398,9 @@ public:
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void mod_npc_killed(Mob* oos);
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void AISpellsList(Client *c);
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uint32 GetHeroForgeModel() const { return herosforgemodel; }
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void SetHeroForgeModel(uint32 model) { herosforgemodel = model; }
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bool IsRaidTarget() const { return raid_target; };
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protected:
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@@ -485,8 +489,10 @@ protected:
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uint16 skills[HIGHEST_SKILL+1];
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uint32 equipment[EmuConstants::EQUIPMENT_SIZE]; //this is an array of item IDs
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uint16 d_meele_texture1; //this is an item Material value
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uint16 d_meele_texture2; //this is an item Material value (offhand)
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uint32 herosforgemodel; //this is the Hero Forge Armor Model (i.e 63 or 84 or 203)
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uint16 d_melee_texture1; //this is an item Material value
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uint16 d_melee_texture2; //this is an item Material value (offhand)
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const char* ammo_idfile; //this determines projectile graphic "IT###" (see item field 'idfile')
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uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
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uint8 sec_melee_type; //Sets the Secondary Weapon attack message and animation
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