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#ifndef PETS_H
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#define PETS_H
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#define PET_BACKOFF 1
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#define PET_GETLOST 2
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#define PET_HEALTHREPORT 4
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#define PET_GUARDHERE 5
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#define PET_GUARDME 6
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#define PET_ATTACK 7
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#define PET_FOLLOWME 8
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#define PET_SITDOWN 9
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#define PET_STANDUP 10
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#define PET_TAUNT 11
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#define PET_HOLD 12
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#define PET_NOTAUNT 14
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#define PET_LEADER 16
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#define PET_SLUMBER 17
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#define PET_NOCAST 18
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#define PET_FOCUS 19
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#define PET_FOCUS_ON 25
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#define PET_FOCUS_OFF 26
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class Pet : public NPC {
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public:
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Pet(NPCType *type_data, Mob *owner, PetType type, uint16 spell_id, int16 power);
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};
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/*
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* I dont have the patience to take on this project today....
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class Pet : public NPC {
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public:
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enum eStandingPetOrder { SPO_Follow, SPO_Sit, SPO_Guard };
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const uint16 pet_spell_id;
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inline void SetPetOrder(eStandingPetOrder i) { pStandingPetOrder = i; }
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inline eStandingPetOrder GetPetOrder() const { return pStandingPetOrder; }
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// void SetPetType(uint16 in_type) { typeofpet = in_type; } // put this here because only NPCs can be anything but charmed pets
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void GetPetState(SpellBuff_Struct *buffs, uint32 *items, char *name);
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void SetPetState(SpellBuff_Struct *buffs, uint32 *items);
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protected:
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// uint16 typeofpet; // 0xFF = charmed
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eStandingPetOrder pStandingPetOrder;
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bool taunting;
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Timer taunt_timer; //for pet taunting
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};*/
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#endif
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