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Removing old code, need to reimplement warcry and rampage still at least
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+19
-18
@@ -391,12 +391,13 @@ bool Client::Process() {
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}
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else if (auto_attack_target->GetHP() > -10) // -10 so we can watch people bleed in PvP
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{
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if(CheckAAEffect(aaEffectRampage))
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{
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entity_list.AEAttack(this, 30);
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} else {
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//old aa
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//if(CheckAAEffect(aaEffectRampage))
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//{
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// entity_list.AEAttack(this, 30);
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//} else {
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Attack(auto_attack_target, MainPrimary); // Kaiyodo - added attacking hand to arguments
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}
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//}
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ItemInst *wpn = GetInv().GetItem(MainPrimary);
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TryWeaponProc(wpn, auto_attack_target, MainPrimary);
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@@ -406,11 +407,11 @@ bool Client::Process() {
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CheckIncreaseSkill(SkillDoubleAttack, auto_attack_target, -10);
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if(CheckDoubleAttack()) {
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//should we allow rampage on double attack?
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if(CheckAAEffect(aaEffectRampage)) {
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entity_list.AEAttack(this, 30);
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} else {
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//if(CheckAAEffect(aaEffectRampage)) {
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// entity_list.AEAttack(this, 30);
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//} else {
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Attack(auto_attack_target, MainPrimary, false);
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}
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//}
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}
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//triple attack: rangers, monks, warriors, berserkers over level 60
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@@ -499,21 +500,21 @@ bool Client::Process() {
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float random = zone->random.Real(0, 1);
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CheckIncreaseSkill(SkillDualWield, auto_attack_target, -10);
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if (random < DualWieldProbability){ // Max 78% of DW
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if(CheckAAEffect(aaEffectRampage)) {
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entity_list.AEAttack(this, 30, MainSecondary);
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} else {
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//if(CheckAAEffect(aaEffectRampage)) {
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// entity_list.AEAttack(this, 30, MainSecondary);
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//} else {
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Attack(auto_attack_target, MainSecondary); // Single attack with offhand
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}
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//}
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ItemInst *wpn = GetInv().GetItem(MainSecondary);
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TryWeaponProc(wpn, auto_attack_target, MainSecondary);
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if( CanThisClassDoubleAttack() && CheckDoubleAttack()) {
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if(CheckAAEffect(aaEffectRampage)) {
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entity_list.AEAttack(this, 30, MainSecondary);
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} else {
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if(auto_attack_target && auto_attack_target->GetHP() > -10)
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//if(CheckAAEffect(aaEffectRampage)) {
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// entity_list.AEAttack(this, 30, MainSecondary);
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//} else {
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// if(auto_attack_target && auto_attack_target->GetHP() > -10)
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Attack(auto_attack_target, MainSecondary); // Single attack with offhand
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}
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//}
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}
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}
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}
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