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https://github.com/EQEmu/Server.git
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Remove trailing whitespace
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+31
-31
@@ -74,9 +74,9 @@ class NPC : public Mob
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public:
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static NPC* SpawnNPC(const char* spawncommand, float in_x, float in_y, float in_z, float in_heading = 0, Client* client = 0);
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static int8 GetAILevel(bool iForceReRead = false);
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NPC(const NPCType* data, Spawn2* respawn, float x, float y, float z, float heading, int iflymode, bool IsCorpse = false);
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virtual ~NPC();
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//abstract virtual function implementations requird by base abstract class
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@@ -109,12 +109,12 @@ public:
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void CalcNPCDamage();
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int32 GetActSpellDamage(uint16 spell_id, int32 value);
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int32 GetActSpellHealing(uint16 spell_id, int32 value);
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inline void SetSpellFocusDMG(int32 NewSpellFocusDMG) {SpellFocusDMG = NewSpellFocusDMG;}
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inline void SetSpellFocusHeal(int32 NewSpellFocusHeal) {SpellFocusHeal = NewSpellFocusHeal;}
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int32 SpellFocusDMG;
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int32 SpellFocusHeal;
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int32 GetActSpellDamage(uint16 spell_id, int32 value);
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int32 GetActSpellHealing(uint16 spell_id, int32 value);
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inline void SetSpellFocusDMG(int32 NewSpellFocusDMG) {SpellFocusDMG = NewSpellFocusDMG;}
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inline void SetSpellFocusHeal(int32 NewSpellFocusHeal) {SpellFocusHeal = NewSpellFocusHeal;}
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int32 SpellFocusDMG;
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int32 SpellFocusHeal;
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virtual void SetTarget(Mob* mob);
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virtual uint16 GetSkill(SkillType skill_num) const { if (skill_num <= HIGHEST_SKILL) { return skills[skill_num]; } return 0; }
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@@ -216,9 +216,9 @@ public:
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uint32 GetSwarmOwner();
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uint32 GetSwarmTarget();
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void SetSwarmTarget(int target_id = 0);
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void SignalNPC(int _signal_id);
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inline int32 GetNPCFactionID() const { return npc_faction_id; }
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inline int32 GetPrimaryFaction() const { return primary_faction; }
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int32 GetNPCHate(Mob* in_ent) {return hate_list.GetEntHate(in_ent);}
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@@ -227,7 +227,7 @@ public:
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void SetNPCFactionID(int32 in) { npc_faction_id = in; database.GetFactionIdsForNPC(npc_faction_id, &faction_list, &primary_faction); }
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float org_x, org_y, org_z, org_heading;
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uint32 GetMaxDMG() const {return max_dmg;}
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uint32 GetMinDMG() const {return min_dmg;}
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float GetSlowMitigation() const {return slow_mitigation;}
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@@ -242,7 +242,7 @@ 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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//waypoint crap
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int GetMaxWp() const { return max_wp; }
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void DisplayWaypointInfo(Client *to);
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@@ -257,10 +257,10 @@ public:
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void PauseWandering(int pausetime);
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void MoveTo(float mtx, float mty, float mtz, float mth, bool saveguardspot);
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void GetClosestWaypoint(list<wplist> &wp_list, int count, float m_x, float m_y, float m_z);
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uint32 GetEquipment(uint8 material_slot) const; // returns item id
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int32 GetEquipmentMaterial(uint8 material_slot) const;
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void NextGuardPosition();
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void SaveGuardSpot(bool iClearGuardSpot = false);
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inline bool IsGuarding() const { return(guard_heading != 0); }
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@@ -268,7 +268,7 @@ public:
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void RestoreGuardSpotCharm();
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void AI_SetRoambox(float iDist, float iRoamDist, uint32 iDelay = 2500);
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void AI_SetRoambox(float iDist, float iMaxX, float iMinX, float iMaxY, float iMinY, uint32 iDelay = 2500);
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//mercenary stuff
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void LoadMercTypes();
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void LoadMercs();
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@@ -280,12 +280,12 @@ public:
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int GetNumMercTypes( uint32 expansion );
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int GetNumMercs() { return static_cast<int>(mercDataList.size()); };
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int GetNumMercs( uint32 expansion );
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inline bool WillAggroNPCs() const { return(npc_aggro); }
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inline void GiveNPCTypeData(NPCType *ours) { NPCTypedata_ours = ours; }
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inline const uint32 GetNPCSpellsID() const { return npc_spells_id; }
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ItemList itemlist; //kathgar - why is this public? Doing other things or I would check the code
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NPCProximity* proximity;
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@@ -361,8 +361,8 @@ public:
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{
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ClearQuestDeleteItems(true);
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}
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void ClearQuestItems(bool delete_=false)
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{
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LinkedListIterator<ItemInst*> iterator(questItems);
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@@ -386,7 +386,7 @@ public:
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questDeletionItems.Clear();
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}
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ItemInst* FindQuestItemByID(uint32 itmID, int charges, bool flagItemForDeletion=false)
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{
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LinkedListIterator<ItemInst*> iterator(questItems);
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@@ -413,7 +413,7 @@ public:
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return nullptr;
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}
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bool DoesQuestItemExist(uint32 itmID, int charges, bool flagItemForDeletion=false) {
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bool DoesQuestItemExist(uint32 itmID, int charges, bool flagItemForDeletion=false) {
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ItemInst* inst = FindQuestItemByID(itmID,charges,flagItemForDeletion);
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if ( inst != nullptr )
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{
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@@ -462,7 +462,7 @@ public:
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void mod_npc_killed(Mob* oos);
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protected:
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const NPCType* NPCTypedata;
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NPCType* NPCTypedata_ours; //special case for npcs with uniquely created data.
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@@ -478,7 +478,7 @@ protected:
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int32 npc_faction_id;
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int32 primary_faction;
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Timer attacked_timer; //running while we are being attacked (damaged)
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Timer swarm_timer;
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Timer classattack_timer;
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@@ -499,8 +499,8 @@ protected:
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bool HasAISpell;
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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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uint32 max_dmg;
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uint32 min_dmg;
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int32 accuracy_rating;
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@@ -513,11 +513,11 @@ protected:
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uint16 pet_spell_id;
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bool taunting;
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Timer taunt_timer; //for pet taunting
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bool npc_aggro;
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deque<int> signal_q;
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//waypoint crap:
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vector<wplist> Waypoints;
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void _ClearWaypints();
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@@ -534,7 +534,7 @@ protected:
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float roambox_movingto_x;
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float roambox_movingto_y;
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uint32 roambox_delay;
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uint16 skills[HIGHEST_SKILL+1];
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uint32 equipment[MAX_WORN_INVENTORY]; //this is an array of item IDs
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uint16 d_meele_texture1; //this is an item Material value
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@@ -542,7 +542,7 @@ protected:
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uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
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uint8 sec_melee_type; //Sets the Secondary Weapon attack message and animation
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AA_SwarmPetInfo *swarmInfoPtr;
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bool ldon_trapped;
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uint8 ldon_trap_type;
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uint16 ldon_spell_id;
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