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.
This commit is contained in:
gsemaj
2022-07-25 23:01:20 -07:00
parent 723e455b1d
commit 9977907842
7 changed files with 218 additions and 43 deletions

View File

@@ -95,14 +95,18 @@ struct Player : public Entity, public ICombatant {
virtual bool hasBuff(int buffId) override;
virtual int getCompositeCondition() override;
virtual int takeDamage(EntityRef src, int amt) override;
virtual void heal(EntityRef src, int amt) override;
virtual int heal(EntityRef src, int amt) override;
virtual bool isAlive() override;
virtual int getCurrentHP() override;
virtual int getMaxHP() override;
virtual int getLevel() override;
virtual std::vector<EntityRef> getGroupMembers() override;
virtual int32_t getCharType() override;
virtual int32_t getID() override;
virtual EntityRef getRef() override;
virtual void step(time_t currTime) override;
sNano* getActiveNano();
sPCAppearanceData getAppearanceData();
};