Ok..here is the original function:
Code:
bool Mob::CanThisClassDualWield(void) const
{
if (!IsClient()) {
return(GetSkill(SkillDualWield) > 0);
} else {
const ItemInst* inst = CastToClient()->GetInv().GetItem(SLOT_PRIMARY);
// 2HS, 2HB, or 2HP
if (inst && inst->IsType(ItemClassCommon)) {
const Item_Struct* item = inst->GetItem();
if ((item->ItemType == ItemType2HBlunt) || (item->ItemType == ItemType2HSlash) || (item->ItemType == ItemType2HPiercing))
return false;
} else {
//No weapon in hand... using hand-to-hand...
//only monks and beastlords? can dual wield their fists.
if(class_ != MONK && class_ != MONKGM && class_ != BEASTLORD && class_ != BEASTLORDGM) {
return false;
}
}
return (CastToClient()->HasSkill(SkillDualWield)); // No skill = no chance
}
}
As you can see, I did not change the effective behavior of dual-wielding empty hands.
This change affects all non-Monk/Beastlord dual wield characteristics only.
There were reports of warriors not attacking with their off-hand weapon when they unequipped their primary weapon.
Now, these classes can use either Primary or Secondary for their empty hand, so long as the other has a weapon.
In regards to the old rule for only allowing Monk and Beastlord, I don't know why it was set up that way. I only restated the criteria
to fix an issue for the other d-w classes.
If someone can provide a reference as to why or why not the other classes should or should not be capable of dual-wielding
their fists, I will gladly adapt this function to the finding.