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Treat bcast areas 1 and 2 as global
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@ -102,14 +102,14 @@ static void announcementHandler(CNSocket* sock, CNPacketData* data) {
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memcpy(msg.szAnnounceMsg, announcement->szAnnounceMsg, sizeof(msg.szAnnounceMsg));
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memcpy(msg.szAnnounceMsg, announcement->szAnnounceMsg, sizeof(msg.szAnnounceMsg));
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std::map<CNSocket*, Player*>::iterator it;
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std::map<CNSocket*, Player*>::iterator it;
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// This value is completely arbitrary, but these make the most sense when you consider the architecture of the game
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switch (announcement->iAreaType) {
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switch (announcement->iAreaType) {
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case 0: // area (all players in viewable chunks)
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case 0: // area (all players in viewable chunks)
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sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
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sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
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PlayerManager::sendToViewable(sock, msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
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PlayerManager::sendToViewable(sock, msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
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break;
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break;
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case 1: // shard
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case 1: // channel
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case 2: // world
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case 2: // shard
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break; // not applicable to OpenFusion
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case 3: // global (all players)
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case 3: // global (all players)
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for (it = PlayerManager::players.begin(); it != PlayerManager::players.end(); it++) {
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for (it = PlayerManager::players.begin(); it != PlayerManager::players.end(); it++) {
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CNSocket* allSock = it->first;
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CNSocket* allSock = it->first;
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