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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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+8
-8
@@ -134,7 +134,6 @@ 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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inline void SetSpellFocusDMG(int32 NewSpellFocusDMG) {SpellFocusDMG = NewSpellFocusDMG;}
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@@ -158,6 +157,7 @@ public:
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virtual void InitializeBuffSlots();
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virtual void UninitializeBuffSlots();
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virtual void SetAttackTimer();
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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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@@ -388,16 +388,16 @@ public:
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inline void SetHealScale(float amt) { healscale = amt; }
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inline float GetHealScale() { return healscale; }
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uint32 GetSpawnKillCount();
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int GetScore();
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void SetMerchantProbability(uint8 amt) { probability = amt; }
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uint32 GetSpawnKillCount();
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int GetScore();
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void SetMerchantProbability(uint8 amt) { probability = amt; }
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uint8 GetMerchantProbability() { return probability; }
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void mod_prespawn(Spawn2 *sp);
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int mod_npc_damage(int damage, SkillUseTypes skillinuse, int hand, const Item_Struct* weapon, Mob* other);
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void mod_prespawn(Spawn2 *sp);
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int mod_npc_damage(int damage, SkillUseTypes skillinuse, int hand, const Item_Struct* weapon, Mob* other);
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void mod_npc_killed_merit(Mob* c);
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void mod_npc_killed(Mob* oos);
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void AISpellsList(Client *c);
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void AISpellsList(Client *c);
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bool IsRaidTarget() const { return raid_target; };
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protected:
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