Rework of eq_dictionary

This commit is contained in:
Uleat
2016-04-07 17:21:55 -04:00
parent 6ea061dc55
commit e75a53b775
70 changed files with 2786 additions and 2779 deletions
+12 -12
View File
@@ -108,7 +108,7 @@ public:
uint32 in_drakkin_heritage,
uint32 in_drakkin_tattoo,
uint32 in_drakkin_details,
uint32 in_armor_tint[_MaterialCount],
uint32 in_armor_tint[MaterialCount],
uint8 in_aa_title,
uint8 in_see_invis, // see through invis
uint8 in_see_invis_undead, // see through invis vs. undead
@@ -148,7 +148,7 @@ public:
virtual void ThrowingAttack(Mob* other) { }
uint16 GetThrownDamage(int16 wDmg, int32& TotalDmg, int& minDmg);
// 13 = Primary (default), 14 = secondary
virtual bool Attack(Mob* other, int Hand = MainPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
virtual bool Attack(Mob* other, int Hand = SlotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr, int special = 0) = 0;
int MonkSpecialAttack(Mob* other, uint8 skill_used);
virtual void TryBackstab(Mob *other,int ReuseTime = 10);
@@ -378,7 +378,7 @@ public:
inline uint8 GetDrakkinHeritage() const { return drakkin_heritage; }
inline uint8 GetDrakkinTattoo() const { return drakkin_tattoo; }
inline uint8 GetDrakkinDetails() const { return drakkin_details; }
inline uint32 GetArmorTint(uint8 i) const { return armor_tint[(i < _MaterialCount) ? i : 0]; }
inline uint32 GetArmorTint(uint8 i) const { return armor_tint[(i < MaterialCount) ? i : 0]; }
inline uint8 GetClass() const { return class_; }
inline uint8 GetLevel() const { return level; }
inline uint8 GetOrigLevel() const { return orig_level; }
@@ -563,7 +563,7 @@ public:
bool lookForAftArc = true);
//Procs
void TriggerDefensiveProcs(Mob *on, uint16 hand = MainPrimary, bool FromSkillProc=false, int damage = 0);
void TriggerDefensiveProcs(Mob *on, uint16 hand = SlotPrimary, bool FromSkillProc=false, int damage = 0);
bool AddRangedProc(uint16 spell_id, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN);
bool RemoveRangedProc(uint16 spell_id, bool bAll = false);
bool HasRangedProcs() const;
@@ -1139,16 +1139,16 @@ protected:
bool focused;
void CalcSpellBonuses(StatBonuses* newbon);
virtual void CalcBonuses();
void TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false); // hand = MainCharm?
void TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false); // hand = SlotCharm?
bool PassLimitToSkill(uint16 spell_id, uint16 skill);
bool PassLimitClass(uint32 Classes_, uint16 Class_);
void TryDefensiveProc(Mob *on, uint16 hand = MainPrimary);
void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = MainPrimary);
void TrySpellProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = MainPrimary);
void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary);
void TryDefensiveProc(Mob *on, uint16 hand = SlotPrimary);
void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = SlotPrimary);
void TrySpellProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = SlotPrimary);
void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = SlotPrimary);
void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on, int level_override = -1);
virtual float GetProcChances(float ProcBonus, uint16 hand = MainPrimary);
virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = MainPrimary, Mob *on = nullptr);
virtual float GetProcChances(float ProcBonus, uint16 hand = SlotPrimary);
virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = SlotPrimary, Mob *on = nullptr);
virtual float GetSpecialProcChances(uint16 hand);
virtual float GetAssassinateProcChances(uint16 ReuseTime);
virtual float GetSkillProcChances(uint16 ReuseTime, uint16 hand = 0); // hand = MainCharm?
@@ -1239,7 +1239,7 @@ protected:
uint32 drakkin_heritage;
uint32 drakkin_tattoo;
uint32 drakkin_details;
uint32 armor_tint[_MaterialCount];
uint32 armor_tint[MaterialCount];
uint8 aa_title;