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[Hunter] Add a black arrow APL line for every kill shot line in Assisted Combat APL
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engine/class_modules/sc_hunter.cpp

Lines changed: 14 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1071,8 +1071,8 @@ struct hunter_t final : public player_t
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void init_assessors() override;
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void init_action_list() override;
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void init_blizzard_action_list() override;
1074-
std::string parse_assisted_combat_rule( const assisted_combat_rule_data_t& rule,
1075-
const assisted_combat_step_data_t& step ) const override;
1074+
std::string parse_assisted_combat_rule( const assisted_combat_rule_data_t& rule, const assisted_combat_step_data_t& step ) const override;
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std::vector<std::string> action_names_from_spell_id( unsigned int spell_id ) const override;
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void init_special_effects() override;
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void init_finished() override;
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void reset() override;
@@ -9098,6 +9098,18 @@ std::string hunter_t::parse_assisted_combat_rule( const assisted_combat_rule_dat
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return player_t::parse_assisted_combat_rule( rule, step );
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}
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std::vector<std::string> hunter_t::action_names_from_spell_id( unsigned int spell_id ) const
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{
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// We should consider making it so that we can use kill_shot to refer to both Kill Shot
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// and Black Arrow depending on talents, rather than have them separate.
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if( spell_id == talents.kill_shot->id() )
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{
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return { "kill_shot", "black_arrow" };
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}
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return player_t::action_names_from_spell_id( spell_id );
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}
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void hunter_t::init_special_effects()
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{
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player_t::init_special_effects();

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