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More skill handlers
Note: need to revisit these when active powers are implemented to make sure they are correct. DamageNDebuff isn't even implemented yet.
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@@ -95,14 +95,18 @@ struct Player : public Entity, public ICombatant {
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virtual bool hasBuff(int buffId) override;
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virtual int getCompositeCondition() override;
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virtual int takeDamage(EntityRef src, int amt) override;
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virtual void heal(EntityRef src, int amt) override;
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virtual int heal(EntityRef src, int amt) override;
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virtual bool isAlive() override;
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virtual int getCurrentHP() override;
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virtual int getMaxHP() override;
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virtual int getLevel() override;
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virtual std::vector<EntityRef> getGroupMembers() override;
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virtual int32_t getCharType() override;
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virtual int32_t getID() override;
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virtual EntityRef getRef() override;
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virtual void step(time_t currTime) override;
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sNano* getActiveNano();
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sPCAppearanceData getAppearanceData();
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};
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