void cCombat::DoCombat(P_CHAR pc_attacker, unsigned int currenttime)
{
	int x, bowtype=0;// spamanachecking, tmp;

	if ( pc_attacker == NULL )
		return;
	if (pc_attacker->free) return;
	P_ITEM pWeapon=pc_attacker->getWeapon();

	P_CHAR pc_defender = FindCharBySerial(pc_attacker->targ);
	/*if (pc_attacker->priv2&2) //The char is paralyzed 
	{ 
        sysmessage(calcSocketFromChar(pc_attacker), "You are frozen and cannot attack."); 
        return; 
	}*/
	if ((pc_defender == NULL) || (pc_defender->isPlayer() && !online(pc_defender) || pc_defender->isHidden()) && pc_attacker->war)
	{
		pc_attacker->war=false; // LB
		pc_attacker->timeout=0;
		pc_attacker->attacker = INVALID_SERIAL;
		pc_attacker->resetAttackFirst();
		return;
	}
	if (( pc_attacker->isNpc() || online(pc_attacker) ) && pc_defender != NULL )
	{			
		if (pc_defender == NULL) return;
		if (pc_defender->free) return;
		if (pc_attacker->dispz > (pc_defender->dispz +10)) return;//FRAZAI
		if (pc_attacker->dispz < (pc_defender->dispz -10)) return;//FRAZAI
		
		if ((pc_defender->isNpc() && pc_defender->npcaitype!=17) || (online(pc_defender) && !pc_defender->dead) ) // ripper		
		{
			if (chardist( pc_attacker, pc_defender ) > SrvParams->attack_distance())
			{
				if (pc_attacker->npcaitype==4 && pc_attacker->inGuardedArea()) // changed from 0x40 to 4, LB
				{
					pc_attacker->moveTo(pc_defender->pos);
					
					teleport(pc_attacker);
					soundeffect2(pc_attacker, 0x01FE); // crashfix, LB
					staticeffect(pc_attacker, 0x37, 0x2A, 0x09, 0x06);
					npctalkall(pc_attacker,"Halt, scoundrel!",1);
				}
				else 
				{ // else -> npcaityes != 4
					pc_attacker->targ = INVALID_SERIAL;
					pc_attacker->timeout=0;
					P_CHAR pc = FindCharBySerial(pc_attacker->attacker);
					if (pc != NULL)
					{
						pc->resetAttackFirst();
						pc->attacker = INVALID_SERIAL; // lb crashfix
					}
					pc_attacker->attacker=INVALID_SERIAL;
					pc_attacker->resetAttackFirst();
					if (pc_attacker->isNpc() && pc_attacker->npcaitype!=17 && !pc_attacker->dead && pc_attacker->war)
						npcToggleCombat(pc_attacker); // ripper
				}
			}
			else
			{
				if (pc_attacker->targ == INVALID_SERIAL)
				{
					npcsimpleattacktarget(pc_attacker, pc_defender);
					x=(((100-pc_attacker->effDex())*MY_CLOCKS_PER_SEC)/25)+(1*MY_CLOCKS_PER_SEC); //Yet another attempt.
					pc_attacker->timeout=currenttime+x;
					return;
				}
				if (Combat->TimerOk(pc_attacker))
				{
					int los = line_of_sight(-1, pc_attacker->pos, pc_defender->pos, WALLS_CHIMNEYS+DOORS+FLOORS_FLAT_ROOFING);
					UOXSOCKET s1 = calcSocketFromChar(pc_attacker);
					int fightskill=Skills->GetCombatSkill(pc_attacker);
					x=0;
					if (fightskill==ARCHERY)
					{
						if (los)
						{
							int arrowsquant;
							bowtype=Combat->GetBowType(pc_attacker);
							if (bowtype==1) 
								arrowsquant=getamount(pc_attacker, 0x0F3F);
							else 
								arrowsquant=getamount(pc_attacker, 0x1BFB);
							if (arrowsquant>0)
								x=1;
							//else
							//	sysmessage(s1, "You are out of ammunitions!"); //-Fraz- this message can cause problems removed
						}
					}
					if ( chardist( pc_attacker, pc_defender )<2 && fightskill!=ARCHERY ) x=1;
					if (x)
					{
						// - Do stamina maths - AntiChrist (6) -
						if(abs(SrvParams->attackstamina())>0 && !pc_attacker->isGM())
						{
							if((SrvParams->attackstamina()<0)&&(pc_attacker->stm<abs(SrvParams->attackstamina())))
							{
								sysmessage(s1, tr("You are too tired to attack."));
								SetWeaponTimeout(pc_attacker, pWeapon);
								return;
							}
							pc_attacker->stm += SrvParams->attackstamina();
							if (pc_attacker->stm>pc_attacker->effDex()) pc_attacker->stm=pc_attacker->effDex();
							if (pc_attacker->stm<0) pc_attacker->stm=0;
							updatestats((pc_attacker),2); //LB, crashfix, was currchar[a]
							// --------ATTACK STAMINA END ------
						}
						
						DoCombatAnimations( pc_attacker, pc_defender, fightskill, bowtype, los);

						if (((chardist( pc_attacker, pc_defender )<2)||(fightskill==ARCHERY))&&!(pc_attacker->npcaitype==4)) // changed from 0x40 to 4
                        {
							if (los)
							{
								npcsimpleattacktarget(pc_attacker, pc_defender);
							}
						}
						if (pc_attacker->timeout2 > uiCurrentTime) return; //check shotclock memory-BackStab
						if (fightskill==ARCHERY)
							Combat->CombatHit(pc_attacker, pc_defender, currenttime,los);
						else
							pc_attacker->swingtarg = pc_defender->serial;
					}

					SetWeaponTimeout(pc_attacker, pWeapon);
					pc_attacker->timeout2=pc_attacker->timeout; // set shotclock memory-BackStab
					if (!pc_defender->isInvul())
					{
						NpcSpellAttack(pc_attacker,pc_defender,currenttime,los);
					}
					if (fightskill!=ARCHERY)
					{
						Combat->CombatHit(pc_attacker, pc_defender, currenttime, los); // LB !!!
						//return; // Ripper	???? (Duke)
					}
				}
			}			
			if (pc_defender->hp<1)//Highlight //Repsys
			{
				if((pc_attacker->npcaitype==4 || pc_attacker->npcaitype==9) && pc_defender->isNpc())
				{
					npcaction(pc_defender, 0x15);
					
					PlayDeathSound(pc_defender);
					
					Npcs->DeleteChar(pc_defender);//Guards, don't give body
				}
				else
				{
					deathstuff(pc_defender);
				}
				//murder count \/
				
				if ((pc_attacker->isPlayer())&&(pc_defender->isPlayer()))//Player vs Player
				{
					if(pc_defender->isInnocent() && GuildCompare(pc_attacker, pc_defender )==0 )
					{
						++pc_attacker->kills;
						UOXSOCKET attacker_socket = calcSocketFromChar(pc_attacker);
						sysmessage(attacker_socket, tr("You have killed %1 innocent people.").arg(pc_attacker->kills));
						//clConsole.send("DEBUG %s's kills are now -> %i\n",pc_attacker->name,pc_attacker->kills);
						if (pc_attacker->kills==SrvParams->maxkills()+1)
							sysmessage(attacker_socket, tr("You are now a murderer!"));
					}
					
					if (SrvParams->pvpLog())
					{
						sprintf((char*)temp,"%s was killed by %s!\n",pc_defender->name.c_str(), pc_attacker->name.c_str());
						savelog((char*)temp,"PvP.log");
					}
					
				}
				npcToggleCombat(pc_attacker);
				return; // LB
			}
		}
	}
}
//play animation for weapon in hand for combat on foot //kolours - (09/20/98)
void cCombat::CombatOnFoot(P_CHAR pc)
{
	 if ( pc == NULL ) return;
	 P_ITEM pWeapon=pc->getWeapon();
	int m = rand()%4; //randomize the animation sequence

	if (pWeapon)
	{
		short id = pWeapon->id();

		if (IsBow(id))
		{
			npcaction(pc, 0x12); //bow
			return;
		}
		if (IsCrossbow(id) || IsHeavyCrossbow(id))
		{
			npcaction(pc, 0x13); //crossbow - regular
			return;
		}
		if (IsSword(id))
		{
			switch (m) //swords
			{
			case 0:		npcaction(pc, 0x0D);	return; //side swing
			case 1:		npcaction(pc, 0x0A);	return; //poke
			default:	npcaction(pc, 0x09);	return; //top-down swing
			}
		}
		if (IsMace1H(id))
		{
			switch (m) //maces
			{
			case 0:		npcaction(pc, 0x0D);	return;	//side swing
			default:	npcaction(pc, 0x09);	return; //top-down swing
			}
		}
		if (IsMace2H(id) || IsAxe(id))
		{
			switch (m)
			{
			case 0:		npcaction(pc, 0x0D);	return; //2H top-down
			case 1:		npcaction(pc, 0x0C);	return; //2H swing
			default:	npcaction(pc, 0x0D);	return; //2H top-down
			}
		}
		if (IsFencing1H(id))	// one handed fencing
		{
			switch (m) //fencing
			{
			case 0:		npcaction(pc, 0x09);	return; //top-down
			case 1:		npcaction(pc, 0x0D);	return; //side-swipe
			default:	npcaction(pc, 0x0A);	return; //default: poke
			}
		}
		if (IsFencing2H(id))	//pitchfork & spear
		{
			switch (m) //pitchfork
			{
			case 0:		npcaction(pc, 0x0D);	return; //top-down
			default:	npcaction(pc, 0x0E);	return; //default: 2-handed poke
			}
		}
	} // end of !=-1
	else
	{
		switch (m) //fist fighting
		{
		case 0:		npcaction(pc, 0x0A);	return; //fist straight-punch
		case 1:		npcaction(pc, 0x09);	return; //fist top-down
		default:	npcaction(pc, 0x1F);	return; //default: //fist over-head
		}
	}
}
// CombatHit now expects that LineOfSight has been checked before (Duke, 10.7.2001)
void cCombat::CombatHit(P_CHAR pc_attacker, P_CHAR pc_deffender, unsigned int currenttime, short los)
{
	char hit;

	if (pc_deffender == NULL || pc_attacker == NULL)
		return;

	UOXSOCKET s1=calcSocketFromChar(pc_attacker), s2=calcSocketFromChar(pc_deffender);
	unsigned short fightskill = Skills->GetCombatSkill(pc_attacker), bowtype = Combat->GetBowType(pc_attacker),splitnum,splitcount,hitin;
	unsigned int basedamage;
	int damage; // removed from unsigne by Magius(CHE)
	signed int x;
	// Magius(CHE) - For armour absorbtion system
	int maxabs, maxnohabs, tmpj;


	P_ITEM pWeapon=pc_attacker->getWeapon();// get the weapon item only once

	if (pWeapon && !(rand()%50)	// a 2 percent chance (Duke, 07.11.2000)
		&& pWeapon->type !=9)	// but not for spellbooks (Duke, 09/10/00)
	{
		pWeapon->hp--; //Take off a hit point
		if(pWeapon->hp<=0)
		{
			sysmessage(s1, tr("Your weapon has been destroyed"));
			if ((pWeapon->trigon==1) && (pWeapon->layer>0))// -Frazurbluu- Trigger Type 2 is my new trigger type *-
			{
				Trig->triggerwitem(s1, pWeapon, 1); // trigger is fired when item destroyed
			}				
			Items->DeleItem(pWeapon);
		}
	}

	// End here - Magius(CHE) - For armour absorbtion system



	pc_attacker->swingtarg=-1;

	if((chardist(pc_attacker, pc_deffender)>1 && fightskill!=ARCHERY) || !los) return;
	if(pc_deffender->isNpc() && pc_deffender->isInvul()) return; // ripper


	hit=Skills->CheckSkill(pc_attacker, fightskill, 0, 1000);  // increase fighting skill for attacker and defender
	if (!hit)
	{
		if (pc_attacker->isPlayer())
			doMissedSoundEffect(pc_attacker);
		if ((fightskill==ARCHERY)&&(los))
		{
			if (rand()%3-1)//-1 0 or 1
			{
				short id=0x1BFB;	// bolts
				if (bowtype==1)
					id=0x0F3F;		// arrows

				P_ITEM pAmmo=Items->SpawnItem(pc_deffender,1,"#",1,id,0,0);
				if(pAmmo)
				{
					pAmmo->moveTo(pc_deffender->pos);
					pAmmo->priv=1;
					RefreshItem(pAmmo);
				}
			}
		}
	}
	else
	{
		if (!pc_deffender->isInvul())
		{
			if (pc_deffender->xid==0x0191) soundeffect2(pc_deffender,0x014b);
			else if (pc_deffender->xid==0x0190) soundeffect2(pc_deffender,0x0156);
			playmonstersound(pc_deffender, pc_deffender->id(), SND_DEFEND);
			//AntiChrist -- for poisoned weapons
			if((pWeapon) && (pWeapon->poisoned>0))
			{
				   pc_deffender->poisoned=pWeapon->poisoned;
				   pc_deffender->poisontime=uiCurrentTime+(MY_CLOCKS_PER_SEC*(40/pc_deffender->poisoned)); // a lev.1 poison takes effect after 40 secs, a deadly pois.(lev.4) takes 40/4 secs - AntiChrist
			       pc_deffender->poisonwearofftime=pc_deffender->poisontime+(MY_CLOCKS_PER_SEC*SrvParams->poisonTimer()); //wear off starts after poison takes effect - AntiChrist
			}
			CheckPoisoning(s2, pc_attacker, pc_deffender);	// attacker poisons defender
			CheckPoisoning(s1, pc_deffender, pc_attacker); // and vice versa

			if ((pc_deffender->effDex()>0)) pc_deffender->priv2&=0xFD;	// unfreeze

			if (fightskill!=WRESTLING && los)
				Combat->ItemSpell(pc_attacker, pc_deffender);
			
			if (fightskill!=WRESTLING || pc_attacker->isNpc())
				basedamage=Combat->CalcAtt(pc_attacker); // Calc base damage
			else
			{
				if ((pc_attacker->skill[WRESTLING]/100) > 0) 
				{
					if (pc_attacker->skill[WRESTLING]/100!=0)
						basedamage=rand()%(pc_attacker->skill[WRESTLING]/100);
					else basedamage=0;
				}
				else basedamage=rand()%2;
			}

			if((pc_attacker->isPlayer()) && (fightskill!=WRESTLING))
			{ 
				if (pWeapon->racehate != 0 && pc_deffender->race != 0)//-Fraz- Racehating combat
				{
					if (pWeapon->racehate==pc_deffender->race)
					{
						basedamage *=2;
							if(pc_deffender->isPlayer())
							{
								sysmessage(s2, tr("You scream in agony from being hit by the accursed metal!"));
								if (pc_deffender->xid == 0x0191) soundeffect2(pc_deffender,0x0152);
								else if (pc_deffender->xid==0x0190) soundeffect2(pc_deffender,0x0157);
							}// can add a possible effect below here for npc's being hit
					}
							
				}
			}
			Skills->CheckSkill(pc_attacker, TACTICS, 0, 1000);
			damage=(int)(basedamage*((pc_attacker->skill[TACTICS]+500.0)/1000.0)); // Add Tactical bonus
			damage=damage+(int)((basedamage*(pc_attacker->st/500.0))); // Add Strength bonus

			//Adds a BONUS DAMAGE for ANATOMY
			//Anatomy=100 -> Bonus +20% Damage - AntiChrist (11/10/99)
			if (Skills->CheckSkill(pc_attacker, ANATOMY, 0, 1000))
			{
				float multiplier=(((pc_attacker->skill[ANATOMY]*20)/1000.0f)/100.0f)+1;
				damage=(int)  (damage * multiplier);
			}
			//Adds a BONUS DEFENCE for TACTICS
			//Tactics=100 -> Bonus -20% Damage - AntiChrist (11/10/99)
			float multiplier=1-(((pc_deffender->skill[TACTICS]*20)/1000.0f)/100.0f);
			damage=(int)  (damage * multiplier);
			P_ITEM pShield=pc_deffender->getShield();
			if(pShield)
			{
				if (Skills->CheckSkill(pc_deffender, PARRYING, 0, 1000))// chance to block with shield
				{
					if (pShield->def!=0) damage-=rand()%(pShield->def);// damage absorbed by shield
					if(rand()%2) pShield->hp--; //Take off a hit point
					if(pShield->hp<=0)
					{
						sysmessage(s2, tr("Your shield has been destroyed"));
						if ((pShield->trigon==1) && (pShield->layer >0))// -Frazurbluu- Trigger Type 2 is my new trigger type *-
						{
							Trig->triggerwitem(s2, pShield, 1); // trigger is fired when item destroyed
						}	
						Items->DeleItem(pShield);
					}
				}
			}
			// Armor destruction and sped up by hitting with maces should go in here somewhere 
			// According to lacation of body hit Id imagine -Frazurbluu- **NEEDS ADDED**
			x=rand()%100;// determine area of body hit
			if (!SrvParams->combatHitMessage())
			{
				if (x<=44) x=1; // body
				else if (x<=58) x=2; // arms
				else if (x<=72) x=3; // head
				else if (x<=86) x=4; // legs
				else if (x<=93) x=5; // neck
				else x=6; // hands
			}
			else
			{
				temp[0] = '\0';
				hitin = rand()%2;
				if (x<=44)
				{
					x=1;       // body
					switch (hitin)
					{
					case 1:
						//later take into account dir facing attacker during battle
						if (damage < 10) strcpy(temp, "hits you in your Chest!");
						else if (damage >=10) strcpy(temp, "lands a terrible blow to your Chest!");
						break;
					case 2:
						if (damage < 10) strcpy(temp, "lands a blow to your Stomach!");
						else if (damage >=10) strcpy(temp, "knocks the wind out of you!");
						break;
					default:
						if (damage < 10) strcpy(temp, "hits you in your Ribs!");
						else if (damage >=10) strcpy(temp, "broken your Rib?!");
					}
				}
				else if (x<=58)
				{
					if (damage > 1)
					{
						x=2;  // arms
						switch (hitin)
						{
						case 1:	strcpy(temp, "hits you in Left Arm!");	break;
						case 2:	strcpy(temp, "hits you in Right Arm!");	break;
						default:strcpy(temp, "hits you in Right Arm!");
						}
					}
				}
				else if (x<=72)
				{
					x=3;  // head
					switch (hitin)
					{
					case 1:
						if (damage < 10) strcpy(temp, "hits you you straight in the Face!");
						else if (damage >=10) strcpy(temp, "lands a stunning blow to your Head!");
						break;
					case 2:
						if (damage < 10) strcpy(temp, "hits you to your Head!"); //kolours - (09/19/98)
						else if (damage >=10) strcpy(temp, "smashed a blow across your Face!");
						break;
					default:
						if (damage < 10) strcpy(temp, "hits you you square in the Jaw!");
						else if (damage >=10) strcpy(temp, "lands a terrible hit to your Temple!");
					}
				}
				else if (x<=86) 
				{
					x=4;  // legs
					switch (hitin)
					{
					case 1:	strcpy(temp, "hits you in Left Thigh!");	break;
					case 2:	strcpy(temp, "hits you in Right Thigh!");	break;
					default:strcpy(temp, "hits you in Groin!");
					}
				}
				else if (x<=93)
				{
					x=5;  // neck
					strcpy(temp, "hits you to your Throat!");
				}
				else
				{
					x=6;  // hands
					switch (hitin)
					{
					case 1:
						if (damage > 1) strcpy(temp, tr("hits you in Left Hand!").latin1());
						break;
					case 2:
						if (damage > 1) strcpy(temp, tr("hits you in Right Hand!").latin1());
						break;
					default:
						if (damage > 1) strcpy(temp, tr("hits you in Right Hand!").latin1());
					}
				}

				sprintf((char*)temp2,"%s %s",pc_attacker->name.c_str(), temp);
				if (pc_deffender->isPlayer() && s2!=-1) sysmessage(s2, (char*)temp2); //kolours -- hit display
			}
			x = CalcDef(pc_deffender,x);
			
			// Magius(CHE) - For armour absorbtion system
			maxabs = 20; //
			           // there are monsters with DEF >20, this makes them undefeatable
			maxnohabs=100;
			if (SrvParams->maxAbsorbtion() > 0)
			{
				maxabs = SrvParams->maxAbsorbtion();
			}
			if (SrvParams->maxnohabsorbtion() > 0)
			{
				maxnohabs = SrvParams->maxnohabsorbtion();
			}		
			if (!ishuman(pc_deffender)) maxabs=maxnohabs;
			tmpj=(int) (damage*x)/maxabs; // Absorbtion by Magius(CHE)
			damage -= tmpj;
			if (damage<0) damage=0;
			if (pc_deffender->isPlayer()) damage /= SrvParams->npcdamage(); // Rate damage against other players
			// End Armour Absorbtion by Magius(CHE) (See alse reactive armour spell damage)

			if (pc_attacker->isPlayer())//Zippy
				ItemCastSpell(s1, pc_deffender,pWeapon);

			//AntiChrist - 26/10/99
			//when hitten and damage >1, defender fails if casting a spell!
			if(damage>1 && pc_deffender->isPlayer())//only if damage>1 and against a player
			{
				if(pc_deffender->casting && currentSpellType[s2]==0 )
				{//if casting a normal spell (scroll: no concentration loosen)
					Magic->SpellFail(s2);
					currentSpellType[s2]=0;
					pc_deffender->spell=-1;
					pc_deffender->casting=0;
					pc_deffender->spelltime=0;
					pc_deffender->priv2 &= 0xfd; // unfreeze, bugfix LB
				}
			}

			if(damage>0)
			{
				if (pc_deffender->ra) // For reactive armor spell
				{
					// -Frazurbluu- RA may need a rewrite to be more OSI standard here
					// Its said 80% deflected 10% to attacker / 10% defender gotta check special effects
					int damage1;
					damage1=(int)( damage*(pc_deffender->skill[MAGERY]/2000.0));
					pc_deffender->hp -= damage-damage1;
					if (pc_deffender->isNpc()) damage1 = damage1 * SrvParams->npcdamage(); // by Magius(CHE)
					pc_attacker->hp -= damage1;  // Remove damage from attacker
					staticeffect(pc_deffender, 0x37, 0x4A, 0, 15);//RA effect - AntiChrist (9/99)
					if ((fightskill==MACEFIGHTING) && (IsSpecialMace(pWeapon->id())))// Stamina Loss -Fraz-
					{ 
						//pc_attacker->stm-=3+(rand()%4);
					}
					if ((fightskill==FENCING) && (IsFencing2H(pWeapon->id())))// Paralyzing -Fraz-
					{ 
						//will call the combat caused paralyzation **NEED TO DO**
					}
					if ((fightskill==SWORDSMANSHIP) && (IsAxe(pWeapon->id())))// Concussion Hit -Fraz-
					{ 
						//will call the combat caused concussion (loss of int for 30 secs) **NEED TO DO**
						// for now make it subtract mana
						//pc_attacker->mn-=(pc_attacker->mn/2);
					}
					updatestats(pc_attacker, 0);
				}
				else 
				{	// -Fraz- Now needs adjusted to happen on a skill percentage 
					pc_deffender->hp-=damage; // Remove damage from defender only apply special hits to non-npc's
					if ((fightskill==MACEFIGHTING) && (IsSpecialMace(pWeapon->id())) && (pc_deffender->isPlayer()))// Stamina Loss -Fraz-
					{ 
						pc_deffender->stm-=3+(rand()%3);
					}
					if ((fightskill==FENCING) && (IsFencing2H(pWeapon->id())) && (pc_deffender->isPlayer()))// Paralyzing -Fraz-
					{ 
						tempeffect(pc_attacker, pc_deffender, 44, 0, 0, 0);
						sysmessage(s1, tr("You delivered a paralyzing blow"));
											}
					if ((fightskill==SWORDSMANSHIP) && (IsAxe(pWeapon->id())) && (pc_deffender->isPlayer()))// Concussion Hit -Fraz-
					{ 
						tempeffect(pc_attacker, pc_deffender, 45, 0, 0, 0);
						//pc_attacker->mn-=(pc_attacker->mn/2); //-Fraz- temp use of this for concussion
					}
					updatestats((pc_deffender), 0);
				}
				// blood shred by blackwind
				if (damage>10)
				{
	               short id = 0x122c;	
	               if (damage>50) id=0x122a;
				   else if (damage>40) id=0x122d;
	               else if (damage>30) id=0x122e;
	               else if (damage>20) id=0x122b;
				   P_ITEM pBlood = Items->SpawnItem(pc_deffender, 1, "#", 0, id, 0, 0);
				   if (pBlood)
				   {
					  pBlood->moveTo(pc_deffender->pos);
					  pBlood->priv = 1;
					  pBlood->setGMMovable(); //Moveable by GM
					  RefreshItem(pBlood);
					  pBlood->decaytime = (SrvParams->decayTime()/2)*MY_CLOCKS_PER_SEC+uiCurrentTime;
				   }
				}

				/////////  For Splitting NPCs ///  McCleod
				if ((pc_deffender->split>0)&&(pc_deffender->hp>=1))
				{
					if (rand()%100<=pc_deffender->splitchnc)
					{
						if (pc_deffender->split==1) splitnum=1;
						else splitnum=rand()%pc_deffender->split+1;
						
						for (splitcount=0;splitcount<splitnum;splitcount++)
							Npcs->Split(pc_deffender);
					}
				}
				////////      End of spliting NPCs
			}
			if (pc_attacker->isPlayer())
				if((fightskill==ARCHERY && los)|| fightskill!=ARCHERY)
					doSoundEffect(pc_attacker, fightskill, pWeapon);
			if (pc_deffender->hp<0) pc_deffender->hp=0;
			updatestats((pc_deffender), 0);
			x = pc_deffender->id();
			if (x>=0x0190)
			{
				if (!pc_deffender->onhorse) 
					npcaction(pc_deffender, 0x14);
			}
		}
	}
}
//play animation for weapon in hand during combat on a horse //kolours - modularized (09/20/98)
void cCombat::CombatOnHorse(P_CHAR pc)
{
	if ( pc == NULL ) return;
	P_ITEM pWeapon=pc->getWeapon();

	// tweak for better fight animations if on Lama, ostards, kirin, seahorse, or ridgeback
	// LB (04-02-2002)
	

	P_ITEM pHorseItem=pc->GetItemOnLayer(0x19);	

	int base;
	switch(pHorseItem->id2)
	{
	    case 0xab: // llamas
		case 0xa6:
			base=0x2b;
			break;

		case 0xa3:  // ostards 
		case 0xa4:
		case 0xa5:
		case 0xac:
			base=0x35;
			break;

		case 0xad: // kirin
			base=0x3f;
			break;

		case 0xb3: // sea horse
			base=0x49;
			break;

		case 0xb8: //ridgeback
			base=0x53;
			break;

	    default:
			base = 0x17; // default (horse) base animation
			break;
	}
	if (pWeapon)
	{
		short id = pWeapon->id();

		if (IsBow(id))
		{
			npcaction(pc, 0x1B);
			return;
		}
		if (IsCrossbow(id) || IsHeavyCrossbow(id))
		{
			npcaction(pc, 0x1C);
			return;
		}

		if(  IsSword(id) || IsMaceType(id) ||
			(id ==0x0FB4 || id ==0x0FB5) || // sledge hammer
			IsFencing1H(id) )
		{
			npcaction(pc, 0x1A);
			return;
		}
		if ( IsAxe(id) || IsFencing2H(id) )
		{
			npcaction(pc, 0x1D); //2Handed
			return;
		}
	} // end of !=-1
	else
	{
		npcaction(pc, 0x1A); //fist fighting
		return;
	}
}