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Split Mob::SetAttackTimer into Client and NPC methods
This was the easiest way to NPCs delay settings to be sane in the database. The functions are cleaner since there is no specific logic to change behavior depending on if they're a client or not.
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+5
-3
@@ -222,6 +222,8 @@ public:
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virtual Group* GetGroup() { return entity_list.GetGroupByClient(this); }
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virtual inline bool IsBerserk() { return berserk; }
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virtual int32 GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating);
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virtual void SetAttackTimer();
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float GetQuiverHaste();
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void AI_Init();
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void AI_Start(uint32 iMoveDelay = 0);
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@@ -1194,9 +1196,9 @@ public:
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int32 mod_client_xp(int32 in_exp, NPC *npc);
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uint32 mod_client_xp_for_level(uint32 xp, uint16 check_level);
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int mod_client_haste_cap(int cap);
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int mod_consume(Item_Struct *item, ItemUseTypes type, int change);
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int mod_food_value(const Item_Struct *item, int change);
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int mod_drink_value(const Item_Struct *item, int change);
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int mod_consume(Item_Struct *item, ItemUseTypes type, int change);
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int mod_food_value(const Item_Struct *item, int change);
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int mod_drink_value(const Item_Struct *item, int change);
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void SetEngagedRaidTarget(bool value) { EngagedRaidTarget = value; }
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bool GetEngagedRaidTarget() const { return EngagedRaidTarget; }
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