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merge upstream
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+5
-5
@@ -135,9 +135,6 @@ public:
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void CalcNPCRegen();
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void CalcNPCDamage();
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int32 GetActSpellDamage(uint16 spell_id, int32 value, Mob* target = nullptr);
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int32 GetActSpellHealing(uint16 spell_id, int32 value, Mob* target = nullptr);
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virtual void SetTarget(Mob* mob);
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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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@@ -158,6 +155,7 @@ public:
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virtual void RangedAttack(Mob* other);
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virtual void ThrowingAttack(Mob* other) { }
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int32 GetNumberOfAttacks() const { return attack_count; }
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void DoRangedAttackDmg(Mob* other, bool Launch=true, int16 damage_mod=0, int16 chance_mod=0, SkillUseTypes skill=SkillArchery, float speed=4.0f, const char *IDFile = nullptr);
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bool DatabaseCastAccepted(int spell_id);
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bool IsFactionListAlly(uint32 other_faction);
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@@ -256,6 +254,7 @@ public:
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uint32 GetMinDMG() const {return min_dmg;}
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int16 GetSlowMitigation() const {return slow_mitigation;}
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float GetAttackSpeed() const {return attack_speed;}
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uint8 GetAttackDelay() const {return attack_delay;}
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bool IsAnimal() const { return(bodytype == BT_Animal); }
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uint16 GetPetSpellID() const {return pet_spell_id;}
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void SetPetSpellID(uint16 amt) {pet_spell_id = amt;}
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@@ -266,7 +265,7 @@ public:
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void AddLootDrop(const Item_Struct*dbitem, ItemList* itemlistconst, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange = false);
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virtual void DoClassAttacks(Mob *target);
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void CheckSignal();
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inline bool IsTargetableWithHotkey() const { return no_target_hotkey; }
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inline bool IsNotTargetableWithHotkey() const { return no_target_hotkey; }
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int32 GetNPCHPRegen() const { return hp_regen + itembonuses.HPRegen + spellbonuses.HPRegen; }
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inline const char* GetAmmoIDfile() const { return ammo_idfile; }
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@@ -439,7 +438,8 @@ protected:
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virtual bool AICastSpell(Mob* tar, uint8 iChance, uint16 iSpellTypes);
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virtual bool AIDoSpellCast(uint8 i, Mob* tar, int32 mana_cost, uint32* oDontDoAgainBefore = 0);
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AISpellsVar_Struct AISpellVar;
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int16 GetFocusEffect(focusType type, uint16 spell_id);
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uint32 npc_spells_effects_id;
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std::vector<AISpellsEffects_Struct> AIspellsEffects;
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bool HasAISpellEffects;
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