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