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439 lines
11 KiB
C++
439 lines
11 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.net)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "types.h"
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#include "skills.h"
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#include <string.h>
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bool EQEmu::skills::IsTradeskill(SkillType skill)
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{
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switch (skill) {
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case SkillFishing:
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case SkillMakePoison:
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case SkillTinkering:
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case SkillResearch:
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case SkillAlchemy:
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case SkillBaking:
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case SkillTailoring:
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case SkillBlacksmithing:
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case SkillFletching:
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case SkillBrewing:
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case SkillPottery:
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case SkillJewelryMaking:
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return true;
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default:
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return false;
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}
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}
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bool EQEmu::skills::IsSpecializedSkill(SkillType skill)
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{
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// this could be a simple if, but if this is more portable if any IDs change (probably won't)
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// or any other specialized are added (also unlikely)
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switch (skill) {
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case SkillSpecializeAbjure:
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case SkillSpecializeAlteration:
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case SkillSpecializeConjuration:
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case SkillSpecializeDivination:
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case SkillSpecializeEvocation:
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return true;
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default:
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return false;
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}
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}
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float EQEmu::skills::GetSkillMeleePushForce(SkillType skill)
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{
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// This is the force/magnitude of the push from an attack of this skill type
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// You can find these numbers in the clients skill struct
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switch (skill) {
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case Skill1HBlunt:
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case Skill1HSlashing:
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case SkillHandtoHand:
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case SkillThrowing:
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return 0.1f;
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case Skill2HBlunt:
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case Skill2HSlashing:
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case SkillEagleStrike:
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case SkillKick:
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case SkillTigerClaw:
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case Skill2HPiercing:
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return 0.2f;
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case SkillArchery:
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return 0.15f;
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case SkillBackstab:
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case SkillBash:
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return 0.3f;
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case SkillDragonPunch:
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case SkillRoundKick:
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return 0.25f;
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case SkillFlyingKick:
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return 0.4f;
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case Skill1HPiercing:
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case SkillFrenzy:
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return 0.05f;
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case SkillIntimidation:
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return 2.5f;
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default:
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return 0.0f;
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}
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}
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bool EQEmu::skills::IsBardInstrumentSkill(SkillType skill)
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{
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switch (skill) {
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case SkillBrassInstruments:
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case SkillSinging:
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case SkillStringedInstruments:
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case SkillWindInstruments:
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case SkillPercussionInstruments:
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return true;
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default:
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return false;
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}
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}
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const std::map<EQEmu::skills::SkillType, std::string>& EQEmu::skills::GetSkillTypeMap()
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{
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/* VS2013 code
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static const std::map<SkillUseTypes, std::string> skill_use_types_map = {
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{ Skill1HBlunt, "1H Blunt" },
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{ Skill1HSlashing, "1H Slashing" },
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{ Skill2HBlunt, "2H Blunt" },
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{ Skill2HSlashing, "2H Slashing" },
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{ SkillAbjuration, "Abjuration" },
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{ SkillAlteration, "Alteration" },
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{ SkillApplyPoison, "Apply Poison" },
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{ SkillArchery, "Archery" },
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{ SkillBackstab, "Backstab" },
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{ SkillBindWound, "Bind Wound" },
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{ SkillBash, "Bash" },
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{ SkillBlock, "Block" },
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{ SkillBrassInstruments, "Brass Instruments" },
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{ SkillChanneling, "Channeling" },
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{ SkillConjuration, "Conjuration" },
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{ SkillDefense, "Defense" },
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{ SkillDisarm, "Disarm" },
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{ SkillDisarmTraps, "Disarm Traps" },
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{ SkillDivination, "Divination" },
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{ SkillDodge, "Dodge" },
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{ SkillDoubleAttack, "Double Attack" },
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{ SkillDragonPunch, "Dragon Punch" },
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{ SkillDualWield, "Dual Wield" },
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{ SkillEagleStrike, "Eagle Strike" },
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{ SkillEvocation, "Evocation" },
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{ SkillFeignDeath, "Feign Death" },
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{ SkillFlyingKick, "Flying Kick" },
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{ SkillForage, "Forage" },
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{ SkillHandtoHand, "Hand to Hand" },
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{ SkillHide, "Hide" },
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{ SkillKick, "Kick" },
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{ SkillMeditate, "Meditate" },
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{ SkillMend, "Mend" },
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{ SkillOffense, "Offense" },
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{ SkillParry, "Parry" },
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{ SkillPickLock, "Pick Lock" },
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{ Skill1HPiercing, "1H Piercing" },
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{ SkillRiposte, "Riposte" },
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{ SkillRoundKick, "Round Kick" },
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{ SkillSafeFall, "Safe Fall" },
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{ SkillSenseHeading, "Sense Heading" },
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{ SkillSinging, "Singing" },
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{ SkillSneak, "Sneak" },
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{ SkillSpecializeAbjure, "Specialize Abjuration" },
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{ SkillSpecializeAlteration, "Specialize Alteration" },
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{ SkillSpecializeConjuration, "Specialize Conjuration" },
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{ SkillSpecializeDivination, "Specialize Divination" },
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{ SkillSpecializeEvocation, "Specialize Evocation" },
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{ SkillPickPockets, "Pick Pockets" },
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{ SkillStringedInstruments, "Stringed Instruments" },
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{ SkillSwimming, "Swimming" },
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{ SkillThrowing, "Throwing" },
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{ SkillTigerClaw, "Tiger Claw" },
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{ SkillTracking, "Tracking" },
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{ SkillWindInstruments, "Wind Instruments" },
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{ SkillFishing, "Fishing" },
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{ SkillMakePoison, "Make Poison" },
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{ SkillTinkering, "Tinkering" },
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{ SkillResearch, "Research" },
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{ SkillAlchemy, "Alchemy" },
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{ SkillBaking, "Baking" },
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{ SkillTailoring, "Tailoring" },
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{ SkillSenseTraps, "Sense Traps" },
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{ SkillBlacksmithing, "Blacksmithing" },
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{ SkillFletching, "Fletching" },
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{ SkillBrewing, "Brewing" },
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{ SkillAlcoholTolerance, "Alcohol Tolerance" },
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{ SkillBegging, "Begging" },
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{ SkillJewelryMaking, "Jewelry Making" },
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{ SkillPottery, "Pottery" },
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{ SkillPercussionInstruments, "Percussion Instruments" },
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{ SkillIntimidation, "Intimidation" },
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{ SkillBerserking, "Berserking" },
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{ SkillTaunt, "Taunt" },
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{ SkillFrenzy, "Frenzy" },
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{ SkillRemoveTraps, "Remove Traps" },
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{ SkillTripleAttack, "Triple Attack" },
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{ Skill2HPiercing, "2H Piercing" }
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};
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*/
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/* VS2012 code - begin */
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static const char* skill_use_names[SkillCount] = {
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"1H Blunt",
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"1H Slashing",
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"2H Blunt",
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"2H Slashing",
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"Abjuration",
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"Alteration",
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"Apply Poison",
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"Archery",
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"Backstab",
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"Bind Wound",
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"Bash",
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"Block",
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"Brass Instruments",
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"Channeling",
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"Conjuration",
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"Defense",
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"Disarm",
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"Disarm Traps",
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"Divination",
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"Dodge",
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"Double Attack",
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"Dragon Punch",
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"Dual Wield",
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"Eagle Strike",
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"Evocation",
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"Feign Death",
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"Flying Kick",
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"Forage",
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"Hand to Hand",
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"Hide",
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"Kick",
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"Meditate",
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"Mend",
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"Offense",
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"Parry",
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"Pick Lock",
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"1H Piercing",
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"Riposte",
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"Round Kick",
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"Safe Fall",
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"Sense Heading",
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"Singing",
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"Sneak",
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"Specialize Abjuration",
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"Specialize Alteration",
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"Specialize Conjuration",
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"Specialize Divination",
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"Specialize Evocation",
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"Pick Pockets",
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"Stringed Instruments",
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"Swimming",
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"Throwing",
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"Tiger Claw",
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"Tracking",
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"Wind Instruments",
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"Fishing",
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"Make Poison",
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"Tinkering",
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"Research",
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"Alchemy",
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"Baking",
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"Tailoring",
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"Sense Traps",
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"Blacksmithing",
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"Fletching",
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"Brewing",
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"Alcohol Tolerance",
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"Begging",
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"Jewelry Making",
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"Pottery",
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"Percussion Instruments",
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"Intimidation",
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"Berserking",
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"Taunt",
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"Frenzy",
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"Remove Traps",
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"Triple Attack",
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"2H Piercing"
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};
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static std::map<SkillType, std::string> skill_type_map;
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skill_type_map.clear();
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for (int i = Skill1HBlunt; i < SkillCount; ++i)
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skill_type_map[(SkillType)i] = skill_use_names[i];
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/* VS2012 code - end */
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return skill_type_map;
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}
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struct EQEmu::SkillProfile // prototype - not implemented
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{
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union {
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struct {
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uint32 _1HBlunt;
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uint32 _1HSlashing;
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uint32 _2HBlunt;
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uint32 _2HSlashing;
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uint32 Abjuration;
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uint32 Alteration;
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uint32 ApplyPoison;
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uint32 Archery;
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uint32 Backstab;
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uint32 BindWound;
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uint32 Bash;
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uint32 Block;
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uint32 BrassInstruments;
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uint32 Channeling;
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uint32 Conjuration;
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uint32 Defense;
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uint32 Disarm;
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uint32 DisarmTraps;
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uint32 Divination;
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uint32 Dodge;
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uint32 DoubleAttack;
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union {
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uint32 DragonPunch;
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uint32 TailRake;
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};
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uint32 DualWield;
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uint32 EagleStrike;
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uint32 Evocation;
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uint32 FeignDeath;
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uint32 FlyingKick;
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uint32 Forage;
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uint32 HandtoHand;
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uint32 Hide;
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uint32 Kick;
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uint32 Meditate;
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uint32 Mend;
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uint32 Offense;
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uint32 Parry;
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uint32 PickLock;
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uint32 _1HPiercing;
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uint32 Riposte;
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uint32 RoundKick;
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uint32 SafeFall;
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uint32 SenseHeading;
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uint32 Singing;
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uint32 Sneak;
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uint32 SpecializeAbjure;
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uint32 SpecializeAlteration;
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uint32 SpecializeConjuration;
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uint32 SpecializeDivination;
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uint32 SpecializeEvocation;
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uint32 PickPockets;
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uint32 StringedInstruments;
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uint32 Swimming;
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uint32 Throwing;
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uint32 TigerClaw;
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uint32 Tracking;
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uint32 WindInstruments;
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uint32 Fishing;
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uint32 MakePoison;
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uint32 Tinkering;
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uint32 Research;
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uint32 Alchemy;
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uint32 Baking;
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uint32 Tailoring;
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uint32 SenseTraps;
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uint32 Blacksmithing;
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uint32 Fletching;
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uint32 Brewing;
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uint32 AlcoholTolerance;
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uint32 Begging;
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uint32 JewelryMaking;
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uint32 Pottery;
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uint32 PercussionInstruments;
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uint32 Intimidation;
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uint32 Berserking;
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uint32 Taunt;
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uint32 Frenzy;
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uint32 RemoveTraps;
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uint32 TripleAttack;
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uint32 _2HPiercing;
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uint32 unused1;
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uint32 unused2;
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uint32 unused3;
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uint32 unused4;
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uint32 unused5;
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uint32 unused6;
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uint32 unused7;
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uint32 unused8;
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uint32 unused9;
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uint32 unused10;
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uint32 unused11;
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uint32 unused12;
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uint32 unused13;
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uint32 unused14;
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uint32 unused15;
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uint32 unused16;
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uint32 unused17;
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uint32 unused18;
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uint32 unused19;
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uint32 unused20;
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uint32 unused21;
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uint32 unused22;
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};
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uint32 skill[PACKET_SKILL_ARRAY_SIZE];
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};
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SkillProfile();
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uint32* GetSkills() { return reinterpret_cast<uint32*>(&skill); }
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skills::SkillType GetLastUseableSkill() { return EQEmu::skills::Skill2HPiercing; }
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size_t GetSkillsArraySize() { return PACKET_SKILL_ARRAY_SIZE; }
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uint32 GetSkill(int skill_id);
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uint32 operator[](int skill_id) { return GetSkill(skill_id); }
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// const
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uint32* GetSkills() const { return const_cast<SkillProfile*>(this)->GetSkills(); }
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skills::SkillType GetLastUseableSkill() const { return const_cast<SkillProfile*>(this)->GetLastUseableSkill(); }
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size_t GetSkillsArraySize() const { return const_cast<SkillProfile*>(this)->GetSkillsArraySize(); }
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uint32 GetSkill(int skill_id) const { return const_cast<SkillProfile*>(this)->GetSkill(skill_id); }
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uint32 operator[](int skill_id) const { return const_cast<SkillProfile*>(this)->GetSkill(skill_id); }
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};
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EQEmu::SkillProfile::SkillProfile()
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{
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memset(&skill, 0, (sizeof(uint32) * PACKET_SKILL_ARRAY_SIZE));
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}
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uint32 EQEmu::SkillProfile::GetSkill(int skill_id)
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{
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if (skill_id < 0 || skill_id >= PACKET_SKILL_ARRAY_SIZE)
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return 0;
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return skill[skill_id];
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}
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