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svn -> git Migration
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@@ -0,0 +1,177 @@
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//BEGIN CLIENT METHODS
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void SendSound();
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bool Save(int8 iCommitNow);
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void SaveBackup();
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inline bool Connected();
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inline bool InZone();
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inline void Kick();
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inline void Disconnect();
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inline bool IsLD();
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void WorldKick();
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inline int8 GetAnon();
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void Duck();
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void Stand();
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void SetGM(bool toggle);
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void SetPVP(bool toggle);
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inline bool GetPVP();
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inline bool GetGM();
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inline void SetBaseClass(uint32 i);
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inline void SetBaseRace(uint32 i);
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inline void SetBaseGender(uint32 i);
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inline int8 GetBaseFace();
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inline int8 GetLanguageSkill(int16 n);
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inline Const_char * GetLastName();
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inline int32 GetLDoNPoints();
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inline int8 GetBaseSTR();
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inline int8 GetBaseSTA();
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inline int8 GetBaseCHA();
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inline int8 GetBaseDEX();
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inline int8 GetBaseINT();
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inline int8 GetBaseAGI();
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inline int8 GetBaseWIS();
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int16 GetWeight();
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inline uint32 GetEXP();
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bool UpdateLDoNPoints(sint32 points, int32 theme);
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inline void SetDeity(uint32 i);
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void AddEXP(uint32 add_exp, int8 conlevel = 0xFF, bool resexp = false);
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void SetEXP(uint32 set_exp, uint32 set_aaxp, bool resexp=false);
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void SetBindPoint(int to_zone = -1, float new_x = 0.0f, float new_y = 0.0f, float new_z = 0.0f);
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void MovePC(int32 zoneID, float x, float y, float z, float heading);
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void ChangeLastName(const char* in_lastname);
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FACTION_VALUE GetFactionLevel(int32 char_id, int32 npc_id, int32 p_race, int32 p_class, int32 p_deity, sint32 pFaction, Mob* tnpc);
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void SetFactionLevel(int32 char_id, int32 npc_id, int8 char_class, int8 char_race, int8 char_deity);
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void SetFactionLevel2(int32 char_id, sint32 faction_id, int8 char_class, int8 char_race, int8 char_deity, sint32 value);
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sint16 GetRawItemAC();
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inline int32 AccountID();
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inline Const_char * AccountName();
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inline sint16 Admin();
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inline int32 CharacterID();
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void UpdateAdmin(bool iFromDB = true);
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void UpdateWho(int8 remove = 0);
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inline int8 GuildRank();
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inline int32 GuildID();
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int8 GetFace();
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bool TakeMoneyFromPP(uint32 copper);
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void AddMoneyToPP(uint32 copper, uint32 silver, uint32 gold,uint32 platinum,bool updateclient);
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bool TGB() {return tgb;}
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int16 GetSkillPoints() {return m_pp.points;}
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void SetSkillPoints(int inp) {m_pp.points = inp;}
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void IncreaseSkill(int skill_id, int value = 1) { if (skill_id <= HIGHEST_SKILL) { m_pp.skills[skill_id] += value; } }
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void IncreaseLanguageSkill(int skill_id, int value = 1) { if (skill_id < 26) { m_pp.languages[skill_id] += value; } }
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virtual uint16 GetSkill(SkillType skill_id) const { if (skill_id <= HIGHEST_SKILL) { return((itembonuses.skillmod[skill_id] > 0)? m_pp.skills[skill_id]*(100 + itembonuses.skillmod[skill_id])/100 : m_pp.skills[skill_id]); } return 0; }
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uint32 GetRawSkill(SkillType skill_id) const { if (skill_id <= HIGHEST_SKILL) { return(m_pp.skills[skill_id]); } return 0; }
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bool HasSkill(SkillType skill_id) const;
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bool CanHaveSkill(SkillType skill_id) const;
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void SetSkill(SkillType skill_num, int8 value); // socket 12-29-01
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void AddSkill(SkillType skillid, int8 value);
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void CheckSpecializeIncrease(int16 spell_id);
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bool CheckIncreaseSkill(SkillType skillid, int chancemodi = 0);
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void SetLanguageSkill(int langid, int value);
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int8 MaxSkill(SkillType skillid);
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void GMKill();
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inline bool IsMedding();
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inline int16 GetDuelTarget();
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inline bool IsDueling();
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inline void SetDuelTarget(int16 set_id);
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inline void SetDueling(bool duel);
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void ResetAA();
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void MemSpell(int16 spell_id, int slot, bool update_client = true);
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void UnmemSpell(int slot, bool update_client = true);
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void UnmemSpellAll(bool update_client = true);
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void ScribeSpell(int16 spell_id, int slot, bool update_client = true);
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void UnscribeSpell(int slot, bool update_client = true);
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void UnscribeSpellAll(bool update_client = true);
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inline bool IsSitting();
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inline bool IsBecomeNPC();
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inline int8 GetBecomeNPCLevel();
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inline void SetBecomeNPC(bool flag);
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inline void SetBecomeNPCLevel(int8 level);
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bool LootToStack(uint32 itemid);
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void SetFeigned(bool in_feigned);
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inline bool GetFeigned();
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inline bool AutoSplitEnabled();
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void SetHorseId(int16 horseid_in);
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int16 GetHorseId();
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uint32 NukeItem(uint32 itemnum);
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void SetTint(sint16 slot_id, uint32 color);
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void SetMaterial(sint16 slot_id, uint32 item_id);
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void Undye();
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uint32 GetItemIDAt(sint16 slot_id);
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void DeleteItemInInventory(sint16 slot_id, sint8 quantity = 0, bool client_update = false);
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void SummonItem(uint32 item_id, sint8 charges = 0);
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void SetStats(int8 type,sint16 increase_val);
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void IncStats(int8 type,sint16 increase_val);
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void DropItem(sint16 slot_id);
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void BreakInvis();
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Group* GetGroup();
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void LeaveGroup();
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bool Hungry();
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bool Thirsty();
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int16 GetInstrumentMod(int16 spell_id);
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bool DecreaseByID(int32 type, int8 amt);
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int8 SlotConvert2(int8 slot);
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void Escape();
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void RemoveNoRent();
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void RangedAttack(Mob* other);
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void ThrowingAttack(Mob* other);
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void GoFish();
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void ForageItem();
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float CalcPriceMod(Mob* other = 0, bool reverse = false);
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void ResetTrade();
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bool UseDiscipline(int32 spell_id, int32 target);
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sint32 GetCharacterFactionLevel(sint32 faction_id);
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void SetZoneFlag(uint32 zone_id);
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void ClearZoneFlag(uint32 zone_id);
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bool HasZoneFlag(uint32 zone_id) const;
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void SendZoneFlagInfo(Client *to) const;
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void LoadZoneFlags();
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void SetAATitle(const char *txt);
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//TODO: inventory and ptimers interfaces
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//I think there are two GetAA methods in client
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