Initial MSVC 2008 projects workspace
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59
l2detect/UserSkills.h
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59
l2detect/UserSkills.h
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#ifndef H_USERSKILLS
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#define H_USERSKILLS
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class UserSkill
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{
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public:
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UserSkill();
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~UserSkill();
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UserSkill( const UserSkill& other );
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UserSkill& operator=( const UserSkill& other );
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public:
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void setUnused();
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bool isUnused() { return (skillID == 0); }
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void getSkillName( wchar_t *out, size_t maxCount );
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public:
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unsigned int skillID;
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unsigned int level;
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int isPassive;
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unsigned char isDisabled;
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unsigned char isEnchanted;
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unsigned int coolTimeReuse; // ms
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unsigned int coolTimeRemaining; // ms
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unsigned int castStartTick;
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public:
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void process_coolTime( unsigned int curTick );
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};
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class UserSkills
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{
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public:
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static const int USERSKILL_MAX_SKILLS = 128;
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public:
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UserSkills();
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~UserSkills();
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void clear();
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public:
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int addSkill( UserSkill *addskill );
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public:
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int getSkillInfoBySkillId( unsigned int skillID, UserSkill *outskill );
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public:
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void parse_SkillList( L2GamePacket *p );
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void parse_SkillCoolTime( L2GamePacket *p );
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void parse_MagicSkillUse( L2GamePacket *p );
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public:
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int skillCount;
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UserSkill skill[USERSKILL_MAX_SKILLS];
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public:
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unsigned int castMsecStart;
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unsigned int castMsecLeft;
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unsigned int castMsecTickStart;
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public:
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void startCasting( unsigned int time );
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void stopCasting();
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bool isCasting() const { return (castMsecLeft > 0); }
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void processCasting( unsigned int curTick );
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void processCoolTimes( unsigned int curTick );
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};
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#endif
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