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.
This commit is contained in:
Michael Cook (mackal)
2014-09-09 22:13:30 -04:00
parent 2fa31799f6
commit fa1e33783a
6 changed files with 172 additions and 162 deletions
+1
View File
@@ -684,6 +684,7 @@ public:
inline bool GetInvul(void) { return invulnerable; }
inline void SetExtraHaste(int Haste) { ExtraHaste = Haste; }
virtual int GetHaste();
inline float GetPermaHaste() { return GetHaste() ? 1.0f / (1.0f + static_cast<float>(GetHaste()) / 100.0f) : 1.0f; }
uint8 GetWeaponDamageBonus(const Item_Struct* Weapon);
uint16 GetDamageTable(SkillUseTypes skillinuse);