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synced 2026-05-22 12:18:27 +00:00
Removing old code, need to reimplement warcry and rampage still at least
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-51
@@ -440,48 +440,6 @@ void Mob::WakeTheDead(uint16 spell_id, Mob *target, uint32 duration)
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target->AddToHateList(this, 1, 0);
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}
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//turn on an AA effect
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//duration == 0 means no time limit, used for one-shot deals, etc..
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void Client::EnableAAEffect(aaEffectType type, uint32 duration) {
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if(type > _maxaaEffectType)
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return; //for now, special logic needed.
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m_epp.aa_effects |= 1 << (type-1);
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if(duration > 0) {
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p_timers.Start(pTimerAAEffectStart + type, duration);
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} else {
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p_timers.Clear(&database, pTimerAAEffectStart + type);
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}
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}
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void Client::DisableAAEffect(aaEffectType type) {
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if(type > _maxaaEffectType)
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return; //for now, special logic needed.
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uint32 bit = 1 << (type-1);
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if(m_epp.aa_effects & bit) {
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m_epp.aa_effects ^= bit;
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}
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p_timers.Clear(&database, pTimerAAEffectStart + type);
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}
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/*
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By default an AA effect is a one shot deal, unless
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a duration timer is set.
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*/
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bool Client::CheckAAEffect(aaEffectType type) {
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if(type > _maxaaEffectType)
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return(false); //for now, special logic needed.
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if(m_epp.aa_effects & (1 << (type-1))) { //is effect enabled?
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//has our timer expired?
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if(p_timers.Expired(&database, pTimerAAEffectStart + type)) {
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DisableAAEffect(type);
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return(false);
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}
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return(true);
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}
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return(false);
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}
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void Client::ResetAA() {
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RefundAA();
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uint32 i;
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@@ -788,14 +746,6 @@ void Client::InspectBuffs(Client* Inspector, int Rank)
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Inspector->FastQueuePacket(&outapp);
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}
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void Client::DurationRampage(uint32 duration)
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{
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if(duration) {
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m_epp.aa_effects |= 1 << (aaEffectRampage-1);
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p_timers.Start(pTimerAAEffectStart + aaEffectRampage, duration);
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}
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}
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void Client::RefundAA() {
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int refunded = 0;
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@@ -933,7 +883,6 @@ void Client::SendAlternateAdvancementRank(int aa_id, int level) {
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void Client::SendAlternateAdvancementStats() {
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_AAExpUpdate, sizeof(AltAdvStats_Struct));
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AltAdvStats_Struct *aps = (AltAdvStats_Struct *)outapp->pBuffer;
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aps->experience = m_pp.expAA;
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aps->experience = (uint32)(((float)330.0f * (float)m_pp.expAA) / (float)max_AAXP);
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aps->unspent = m_pp.aapoints;
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aps->percentage = m_epp.perAA;
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