Merge pull request #70 from CarlPoppa1/friendly-mon-fix
Amend monster categorisation
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@@ -162,7 +162,7 @@ func (m Monster) IsMerc() bool {
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func (m Monster) IsPet() bool {
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// Necromancer revive.
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if m.States.HasState(state.Revive) {
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if m.States.HasState(state.Revive) || m.States.HasState(state.BindDemon) || m.States.HasState(state.BindDemonUnderling) {
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return true
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}
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@@ -171,7 +171,7 @@ func (m Monster) IsPet() bool {
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npc.OakSage, npc.DruBear, npc.DruPlaguePoppy, npc.VineCreature,
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npc.DruCycleOfLife, npc.ClayGolem, npc.BloodGolem, npc.IronGolem,
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npc.FireGolem, npc.NecroSkeleton, npc.NecroMage, npc.Valkyrie, npc.Decoy,
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npc.ShadowWarrior, npc.ShadowMaster:
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npc.ShadowWarrior, npc.ShadowMaster, npc.Tainted3, npc.WarGoatman, npc.WarDefiler:
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return true
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}
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@@ -212,7 +212,7 @@ func (gd *GameReader) getSkills(skillListPtr uintptr) map[skill.ID]skill.Points
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func (gd *GameReader) GetStates(statsListExPtr uintptr) state.States {
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var states state.States
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for i := 0; i < 6; i++ {
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for i := 0; i < 8; i++ {
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offset := i * 4
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stateByte := gd.Process.ReadUInt(statsListExPtr+0xAF0+uintptr(offset), Uint32)
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