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https://github.com/OpenFusionProject/OpenFusion.git
synced 2026-01-10 10:40:47 +00:00
Cleanup for 1.2.
Cleaned up whitespace, comments, brace style, etc. Updated tdata reference.
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@@ -288,8 +288,7 @@ void NPCManager::npcVendorSell(CNSocket* sock, CNPacketData* data) {
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if (plr->Inven[req->iInvenSlotNum].iOpt - req->iItemCnt > 0) { // selling part of a stack
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item->iOpt -= req->iItemCnt;
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original.iOpt = req->iItemCnt;
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}
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else { // selling entire slot
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} else { // selling entire slot
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item->iID = 0;
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item->iOpt = 0;
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item->iType = 0;
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@@ -378,7 +377,7 @@ void NPCManager::npcVendorTable(CNSocket* sock, CNPacketData* data) {
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vItem.item = base;
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vItem.iSortNum = listings[i].sort;
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vItem.iVendorID = req->iVendorID;
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//vItem.fBuyCost = listings[i].price; this value is not actually the one that is used
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//vItem.fBuyCost = listings[i].price; // this value is not actually the one that is used
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resp.item[i] = vItem;
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}
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@@ -461,8 +460,7 @@ void NPCManager::npcCombineItems(CNSocket* sock, CNPacketData* data) {
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Item* itemLooksDat = ItemManager::getItemData(itemLooks->iID, itemLooks->iType);
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if (itemStatsDat == nullptr || itemLooksDat == nullptr
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|| ItemManager::CrocPotTable.find(abs(itemStatsDat->level - itemLooksDat->level)) == ItemManager::CrocPotTable.end()) // sanity check 2
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{
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|| ItemManager::CrocPotTable.find(abs(itemStatsDat->level - itemLooksDat->level)) == ItemManager::CrocPotTable.end()) { // sanity check 2
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INITSTRUCT(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, failResp);
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failResp.iCostumeItemSlot = req->iCostumeItemSlot;
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failResp.iStatItemSlot = req->iStatItemSlot;
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@@ -477,8 +475,7 @@ void NPCManager::npcCombineItems(CNSocket* sock, CNPacketData* data) {
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float successChance = recipe->base / 100.0f; // base success chance
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// rarity gap multiplier
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switch(abs(itemStatsDat->rarity - itemLooksDat->rarity))
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{
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switch(abs(itemStatsDat->rarity - itemLooksDat->rarity)) {
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case 0:
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successChance *= recipe->rd0;
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break;
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@@ -514,8 +511,7 @@ void NPCManager::npcCombineItems(CNSocket* sock, CNPacketData* data) {
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itemStats->iOpt = 0;
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itemStats->iTimeLimit = 0;
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itemStats->iType = 0;
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}
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else {
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} else {
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// failure; don't do anything?
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resp.iSuccessFlag = 0;
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}
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@@ -591,7 +587,7 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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return;
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MissionManager::failInstancedMissions(sock); // fail any missions that require the player's current instance
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uint64_t fromInstance = plrv.plr->instanceID; // saved for post-warp
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if (plrv.plr->instanceID == 0) {
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@@ -603,19 +599,16 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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}
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// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
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if (Warps[warpId].isInstance)
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{
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if (Warps[warpId].isInstance) {
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uint64_t instanceID = Warps[warpId].instanceID;
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if (Warps[warpId].limitTaskID != 0) { // if warp requires you to be on a mission, it's gotta be a unique instance
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instanceID += ((uint64_t)plrv.plr->iIDGroup << 32); // upper 32 bits are leader ID
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ChunkManager::createInstance(instanceID);
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}
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PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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}
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else
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{
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INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); //Can only be used for exiting instances because it sets the instance flag to false
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} else {
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INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); // Can only be used for exiting instances because it sets the instance flag to false
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resp.iX = Warps[warpId].x;
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resp.iY = Warps[warpId].y;
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resp.iZ = Warps[warpId].z;
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