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Active skills, Corruption and Eruption
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@@ -47,7 +47,7 @@ struct Mob : public BaseNPC {
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CNSocket *target = nullptr;
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time_t nextAttack = 0;
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time_t lastDrainTime = 0;
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int skillStyle = -1; // -1 for nothing, 0-2 for corruption, -2 for ability windup, -3 for eruption
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int skillStyle = -1; // -1 for nothing, 0-2 for corruption, -2 for eruption
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int hitX, hitY, hitZ; // for use in ability targeting
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// drop
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@@ -148,6 +148,7 @@ namespace MobManager {
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extern std::map<int32_t, MobDrop> MobDrops;
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extern std::map<int32_t, std::map<int8_t, Bullet>> Bullets;
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extern bool simulateMobs;
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extern std::vector<MobPower> MobPowers;
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void init();
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void step(CNServer*, time_t);
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@@ -187,5 +188,6 @@ namespace MobManager {
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int8_t addBullet(Player* plr, bool isGrenade);
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void followToCombat(Mob *mob);
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void useAbilities(Mob *mob, time_t currTime);
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void dealCorruption(Mob *mob, int *targetData, int skillID, int style);
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}
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