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Added the initial references for two new dictionaries - EmuConstants and EQLimits..more to come.
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+6
-6
@@ -48,7 +48,7 @@ public:
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//abstract virtual function implementations requird by base abstract class
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillUseTypes attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false);
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virtual bool Attack(Mob* other, int Hand = SLOT_PRIMARY, bool FromRiposte = false, bool IsStrikethrough = false,
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virtual bool Attack(Mob* other, int Hand = MainPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
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bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr);
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virtual bool HasRaid() { return false; }
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virtual bool HasGroup() { return (GetGroup() ? true : false); }
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@@ -273,11 +273,11 @@ protected:
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std::map<uint32,MercTimer> timers;
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uint16 skills[HIGHEST_SKILL+1];
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uint32 equipment[MAX_WORN_INVENTORY]; //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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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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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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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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private:
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