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[WIP] Use EntityRef instead of CNSocket in ability handler
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@@ -330,7 +330,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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mob->skillStyle = -3; // eruption cooldown
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mob->nextAttack = currTime + 1000;
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return;
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@@ -353,7 +353,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
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if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
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return; // prevent debuffing a player twice
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pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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}
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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return;
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@@ -409,7 +409,7 @@ void MobAI::enterCombat(CNSocket *sock, Mob *mob) {
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std::vector<int> targetData = {1, mob->id, 0, 0, 0};
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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for (NPCEvent& event : NPCManager::NPCEvents) // trigger an ON_COMBAT
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if (event.trigger == ON_COMBAT && event.npcType == mob->type)
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@@ -772,7 +772,7 @@ static void retreatStep(Mob *mob, time_t currTime) {
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std::vector<int> targetData = {1, 0, 0, 0, 0};
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[110].skillType)
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pwr.handle(mob, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
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pwr.handle(mob->id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
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// clear outlying debuffs
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clearDebuff(mob);
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}
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