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More texture / ornamentation work - export SetPrimaryWeaponOrnamentation and SetSecondaryWeaponOrnamentation to Perl / Lua
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@@ -252,6 +252,9 @@ public:
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bool IsDevToolsWindowEnabled() const;
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void SetDevToolsWindowEnabled(bool dev_tools_window_enabled);
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void SetPrimaryWeaponOrnamentation(uint32 model_id);
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void SetSecondaryWeaponOrnamentation(uint32 model_id);
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//abstract virtual function implementations required by base abstract class
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None);
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