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Refactor CheckHitChance
Pulled the accuracy/avoidance spell bonuses into their own functions so we can show the total values in #showstats
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@@ -166,7 +166,9 @@ public:
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virtual void TryBackstab(Mob *other,int ReuseTime = 10);
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bool AvoidDamage(Mob* attacker, int &damage, int hand);
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int compute_tohit(EQEmu::skills::SkillType skillinuse);
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int GetTotalToHit(EQEmu::skills::SkillType skill, int chance_mod); // compute_tohit + spell bonuses
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int compute_defense();
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int GetTotalDefense(); // compute_defense + spell bonuses
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bool CheckHitChance(Mob* attacker, EQEmu::skills::SkillType skillinuse, int chance_mod = 0);
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virtual void TryCriticalHit(Mob *defender, uint16 skill, int &damage, int min_damage, ExtraAttackOptions *opts = nullptr);
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void TryPetCriticalHit(Mob *defender, uint16 skill, int &damage);
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