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Converted SkillType typedef enumeration to SkillUseTypes enumeration
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+4
-4
@@ -79,8 +79,8 @@ public:
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virtual ~NPC();
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//abstract virtual function implementations requird by base abstract class
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillType attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false);
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillUseTypes attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false);
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virtual bool Attack(Mob* other, int Hand = 13, bool FromRiposte = false, bool IsStrikethrough = false,
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bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr);
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virtual bool HasRaid() { return false; }
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@@ -117,7 +117,7 @@ public:
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int32 SpellFocusHeal;
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virtual void SetTarget(Mob* mob);
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virtual uint16 GetSkill(SkillType skill_num) const { if (skill_num <= HIGHEST_SKILL) { return skills[skill_num]; } return 0; }
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virtual uint16 GetSkill(SkillUseTypes skill_num) const { if (skill_num <= HIGHEST_SKILL) { return skills[skill_num]; } return 0; }
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void CalcItemBonuses(StatBonuses *newbon);
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virtual void CalcBonuses();
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@@ -352,7 +352,7 @@ public:
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uint32 GetSpawnKillCount();
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int GetScore();
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void mod_prespawn(Spawn2 *sp);
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int mod_npc_damage(int damage, SkillType skillinuse, int hand, const Item_Struct* weapon, Mob* other);
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int mod_npc_damage(int damage, SkillUseTypes skillinuse, int hand, const Item_Struct* weapon, Mob* other);
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void mod_npc_killed_merit(Mob* c);
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void mod_npc_killed(Mob* oos);
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