Converted SkillType typedef enumeration to SkillUseTypes enumeration

This commit is contained in:
Uleat
2013-10-27 13:03:41 -04:00
parent 3e6be197e6
commit e3805d5920
43 changed files with 1119 additions and 949 deletions
+10 -10
View File
@@ -134,8 +134,8 @@ public:
Bot(uint32 botID, uint32 botOwnerCharacterID, uint32 botSpellsID, double totalPlayTime, uint32 lastZoneId, NPCType npcTypeData);
//abstract virtual function implementations requird by base abstract class
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillType attack_skill);
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false);
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill);
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillUseTypes attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false);
virtual bool Attack(Mob* other, int Hand = 13, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false,
ExtraAttackOptions *opts = nullptr);
virtual bool HasRaid() { return (GetRaid() ? true : false); }
@@ -169,23 +169,23 @@ public:
virtual float GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand);
virtual bool AvoidDamage(Mob* other, int32 &damage, bool CanRiposte);
virtual int GetMonkHandToHandDamage(void);
virtual bool TryFinishingBlow(Mob *defender, SkillType skillinuse);
virtual bool TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse);
virtual void DoRiposte(Mob* defender);
inline virtual int16 GetATK() const { return ATK + itembonuses.ATK + spellbonuses.ATK + ((GetSTR() + GetSkill(OFFENSE)) * 9 / 10); }
inline virtual int16 GetATK() const { return ATK + itembonuses.ATK + spellbonuses.ATK + ((GetSTR() + GetSkill(SkillOffense)) * 9 / 10); }
inline virtual int16 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; }
uint16 GetTotalATK();
uint16 GetATKRating();
uint16 GetPrimarySkillValue();
uint16 MaxSkill(SkillType skillid, uint16 class_, uint16 level) const;
inline uint16 MaxSkill(SkillType skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
virtual void DoSpecialAttackDamage(Mob *who, SkillType skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance=false);
uint16 MaxSkill(SkillUseTypes skillid, uint16 class_, uint16 level) const;
inline uint16 MaxSkill(SkillUseTypes skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
virtual void DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance=false);
virtual void TryBackstab(Mob *other,int ReuseTime = 10);
virtual void RogueBackstab(Mob* other, bool min_damage = false, int ReuseTime = 10);
virtual void RogueAssassinate(Mob* other);
virtual void DoClassAttacks(Mob *target, bool IsRiposte=false);
virtual bool TryHeadShot(Mob* defender, SkillType skillInUse);
virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillType skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false);
virtual void ApplySpecialAttackMod(SkillType skill, int32 &dmg, int32 &mindmg);
virtual bool TryHeadShot(Mob* defender, SkillUseTypes skillInUse);
virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false);
virtual void ApplySpecialAttackMod(SkillUseTypes skill, int32 &dmg, int32 &mindmg);
bool CanDoSpecialAttack(Mob *other);
virtual int32 CheckAggroAmount(uint16 spellid);
virtual void CalcBonuses();