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(WIP) Start implementing ICombatant
Start by replacing `hitMob` with `takeDamage` interface function. Simplify `pcAttackChars` a little by utilizing the new interface, then add more interface functions as needed. A lot of the combat logic is tied to the `Mob` class. Need to start moving stuff over to CombatNPC.
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@@ -148,7 +148,7 @@ bool doDebuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t target
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}
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Mob* mob = (Mob*)npc;
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Combat::hitMob(sock, mob, 0);
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mob->takeDamage(sock, 0);
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respdata[i].eCT = 4;
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respdata[i].iID = mob->id;
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@@ -220,7 +220,7 @@ bool doDamageNDebuff(CNSocket *sock, sSkillResult_Damage_N_Debuff *respdata, int
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Mob* mob = (Mob*)npc;
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Combat::hitMob(sock, mob, 0); // just to gain aggro
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mob->takeDamage(sock, 0);
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respdata[i].eCT = 4;
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respdata[i].iDamage = duration / 10;
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@@ -289,7 +289,7 @@ bool doDamage(CNSocket *sock, sSkillResult_Damage *respdata, int i, int32_t targ
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Mob* mob = (Mob*)npc;
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Player *plr = PlayerManager::getPlayer(sock);
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int damage = Combat::hitMob(sock, mob, std::max(PC_MAXHEALTH(plr->level) * amount / 1000, mob->maxHealth * amount / 1000));
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int damage = mob->takeDamage(sock, std::max(PC_MAXHEALTH(plr->level) * amount / 1000, mob->maxHealth * amount / 1000));
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respdata[i].eCT = 4;
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respdata[i].iDamage = damage;
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@@ -344,7 +344,7 @@ bool doLeech(CNSocket *sock, sSkillResult_Heal_HP *healdata, int i, int32_t targ
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Mob* mob = (Mob*)npc;
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int damage = Combat::hitMob(sock, mob, amount * 2);
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int damage = mob->takeDamage(sock, amount * 2);
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damagedata->eCT = 4;
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damagedata->iDamage = damage;
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