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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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@@ -684,6 +684,7 @@ public:
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inline bool GetInvul(void) { return invulnerable; }
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inline void SetExtraHaste(int Haste) { ExtraHaste = Haste; }
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virtual int GetHaste();
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inline float GetPermaHaste() { return GetHaste() ? 1.0f / (1.0f + static_cast<float>(GetHaste()) / 100.0f) : 1.0f; }
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uint8 GetWeaponDamageBonus(const Item_Struct* Weapon);
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uint16 GetDamageTable(SkillUseTypes skillinuse);
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