Nanocom Boosters and Authentic FM-Taro Scale Logic (#315)

* Groundwork for nanocom boosters

* The item use handler now has a switch for multiple item types (currently gumballs, and a stub for boosters)
* All item types are now checked for expiration, not just vehicles

* implement nanocom booster helpers, save and expiry

* implement authentic taro and fm modfication

* magic number and code refactor

* make sure only close by group members are counted

* add safe taro fm handling, rate command, race and mission booster logic

* add config option to disable authentic group scaling

* rename for consistency

* make rates percentages, fix chat message, add config options

* add config option to the ini file

* add index guard for hasBoost functions

* reorder config ini options

* add bank item expiry option

* fix trade oversight

---------

Co-authored-by: CakeLancelot <CakeLancelot@users.noreply.github.com>
This commit is contained in:
FinnHornhoover
2026-03-25 20:09:40 +03:00
committed by GitHub
parent 9a62ec61c9
commit 113bc0bc1b
26 changed files with 691 additions and 258 deletions

View File

@@ -33,6 +33,19 @@ std::map<int32_t, int32_t> Items::EventToDropMap;
std::map<int32_t, int32_t> Items::MobToDropMap;
std::map<int32_t, ItemSet> Items::ItemSets;
// 1 week
#define NANOCOM_BOOSTER_DURATION 604800
// known general item ids
#define GENERALITEM_GUMBALL_ADAPTIUM 119
#define GENERALITEM_GUMBALL_BLASTONS 120
#define GENERALITEM_GUMBALL_COSMIX 121
#define GENERALITEM_FUSION_HUNTER_BOOSTER 153
#define GENERALITEM_IZ_RACER_BOOSTER 154
#define GENERALITEM_QUESTER_BOOSTER 155
#define GENERALITEM_SUPER_BOOSTER_DX 156
#ifdef ACADEMY
std::map<int32_t, int32_t> Items::NanoCapsules; // crate id -> nano id
@@ -322,14 +335,14 @@ static void itemMoveHandler(CNSocket* sock, CNPacketData* data) {
// if equipping an item, validate that it's of the correct type for the slot
if ((SlotType)itemmove->eTo == SlotType::EQUIP) {
if (fromItem->iType == 10 && itemmove->iToSlotNum != 8)
if (fromItem->iType == 10 && itemmove->iToSlotNum != EQUIP_SLOT_VEHICLE)
return; // vehicle in wrong slot
else if (fromItem->iType != 10
&& !(fromItem->iType == 0 && itemmove->iToSlotNum == 7)
&& fromItem->iType != itemmove->iToSlotNum)
return; // something other than a vehicle or a weapon in a non-matching slot
else if (itemmove->iToSlotNum >= AEQUIP_COUNT) // TODO: reject slots >= 9?
return; // invalid slot
else if (itemmove->iToSlotNum >= AEQUIP_COUNT_MINUS_BOOSTERS)
return; // boosters can't be equipped via move packet
}
// save items to response
@@ -386,7 +399,7 @@ static void itemMoveHandler(CNSocket* sock, CNPacketData* data) {
}
// unequip vehicle if equip slot 8 is 0
if (plr->Equip[8].iID == 0 && plr->iPCState & 8) {
if (plr->Equip[EQUIP_SLOT_VEHICLE].iID == 0 && plr->iPCState & 8) {
INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
sock->sendPacket(response, P_FE2CL_PC_VEHICLE_OFF_SUCC);
@@ -430,30 +443,19 @@ static void itemDeleteHandler(CNSocket* sock, CNPacketData* data) {
sock->sendPacket(resp, P_FE2CL_REP_PC_ITEM_DELETE_SUCC);
}
static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
static void useGumball(CNSocket* sock, CNPacketData* data) {
auto request = (sP_CL2FE_REQ_ITEM_USE*)data->buf;
Player* player = PlayerManager::getPlayer(sock);
if (request->iSlotNum < 0 || request->iSlotNum >= AINVEN_COUNT)
return; // sanity check
// gumball can only be used from inventory, so we ignore eIL
sItemBase gumball = player->Inven[request->iSlotNum];
sNano nano = player->Nanos[player->equippedNanos[request->iNanoSlot]];
// sanity check, check if gumball exists
if (!(gumball.iOpt > 0 && gumball.iType == 7 && gumball.iID>=119 && gumball.iID<=121)) {
std::cout << "[WARN] Gumball not found" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, response);
sock->sendPacket(response, P_FE2CL_REP_PC_ITEM_USE_FAIL);
return;
}
// sanity check, check if gumball type matches nano style
int nanoStyle = Nanos::nanoStyle(nano.iID);
if (!((gumball.iID == 119 && nanoStyle == 0) ||
( gumball.iID == 120 && nanoStyle == 1) ||
( gumball.iID == 121 && nanoStyle == 2))) {
if (!((gumball.iID == GENERALITEM_GUMBALL_ADAPTIUM && nanoStyle == 0) ||
( gumball.iID == GENERALITEM_GUMBALL_BLASTONS && nanoStyle == 1) ||
( gumball.iID == GENERALITEM_GUMBALL_COSMIX && nanoStyle == 2))) {
std::cout << "[WARN] Gumball type doesn't match nano type" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, response);
sock->sendPacket(response, P_FE2CL_REP_PC_ITEM_USE_FAIL);
@@ -472,11 +474,8 @@ static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
return;
}
if (gumball.iOpt == 0)
gumball = {};
uint8_t respbuf[CN_PACKET_BODY_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_REP_PC_ITEM_USE_SUCC *resp = (sP_FE2CL_REP_PC_ITEM_USE_SUCC*)respbuf;
sSkillResult_Buff *respdata = (sSkillResult_Buff*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
@@ -515,6 +514,128 @@ static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
player->Inven[resp->iSlotNum] = resp->RemainItem;
}
static void useNanocomBooster(CNSocket* sock, CNPacketData* data) {
// Guard against using nanocom boosters in before and including 0104
// either path should be optimized by the compiler, effectively a no-op
if (AEQUIP_COUNT < AEQUIP_COUNT_WITH_BOOSTERS) {
std::cout << "[WARN] Nanocom Booster use not supported in this version" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, respFail);
sock->sendPacket(respFail, P_FE2CL_REP_PC_ITEM_USE_FAIL);
return;
}
auto request = (sP_CL2FE_REQ_ITEM_USE*)data->buf;
Player* player = PlayerManager::getPlayer(sock);
sItemBase item = player->Inven[request->iSlotNum];
// decide on the booster to activate
std::vector<int16_t> boosterIDs;
switch(item.iID) {
case GENERALITEM_FUSION_HUNTER_BOOSTER:
case GENERALITEM_IZ_RACER_BOOSTER:
case GENERALITEM_QUESTER_BOOSTER:
boosterIDs.push_back(item.iID);
break;
case GENERALITEM_SUPER_BOOSTER_DX:
boosterIDs.push_back(GENERALITEM_FUSION_HUNTER_BOOSTER);
boosterIDs.push_back(GENERALITEM_IZ_RACER_BOOSTER);
boosterIDs.push_back(GENERALITEM_QUESTER_BOOSTER);
break;
}
// consume item
item.iOpt -= 1;
if (item.iOpt == 0)
item = {};
// client wants to subtract server time in seconds from the time limit for display purposes
int32_t timeLimitDisplayed = (getTime() / 1000UL) + NANOCOM_BOOSTER_DURATION;
// in actuality we will use the timestamp of booster activation to the item time limit similar to vehicles
// and this is how it will be saved to the database
int32_t timeLimit = getTimestamp() + NANOCOM_BOOSTER_DURATION;
// give item(s) to inv slots
for (int16_t itemID : boosterIDs) {
sItemBase boosterItem = { 7, itemID, 1, timeLimitDisplayed };
// quester 155 -> 9, hunter 153 -> 10, racer 154 -> 11
int slot = 9 + ((itemID - GENERALITEM_FUSION_HUNTER_BOOSTER + 1) % 3);
// give item to the equip slot
INITSTRUCT(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC, resp);
resp.eIL = (int)SlotType::EQUIP;
resp.iSlotNum = slot;
resp.Item = boosterItem;
sock->sendPacket(resp, P_FE2CL_REP_PC_GIVE_ITEM_SUCC);
// inform client of equip change (non visible so it's okay to just send to the player)
INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange);
equipChange.iPC_ID = player->iID;
equipChange.iEquipSlotNum = slot;
equipChange.EquipSlotItem = boosterItem;
sock->sendPacket(equipChange, P_FE2CL_PC_EQUIP_CHANGE);
boosterItem.iTimeLimit = timeLimit;
// should replace existing booster in slot if it exists, i.e. you can refresh your boosters
player->Equip[slot] = boosterItem;
}
// send item use success packet
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_SUCC, respUse);
respUse.iPC_ID = player->iID;
respUse.eIL = (int)SlotType::INVENTORY;
respUse.iSlotNum = request->iSlotNum;
respUse.RemainItem = item;
sock->sendPacket(respUse, P_FE2CL_REP_PC_ITEM_USE_SUCC);
// update inventory serverside
player->Inven[request->iSlotNum] = item;
}
static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
auto request = (sP_CL2FE_REQ_ITEM_USE*)data->buf;
Player* player = PlayerManager::getPlayer(sock);
if (request->iSlotNum < 0 || request->iSlotNum >= AINVEN_COUNT)
return; // sanity check
sItemBase item = player->Inven[request->iSlotNum];
// sanity check, check the item exists and has correct iType
if (!(item.iOpt > 0 && item.iType == 7)) {
std::cout << "[WARN] General item not found" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, response);
sock->sendPacket(response, P_FE2CL_REP_PC_ITEM_USE_FAIL);
return;
}
/*
* TODO: In the XDT, there are subtypes for general-use items
* (m_pGeneralItemTable -> m_pItemData-> m_iItemType) that
* determine their behavior. It would be better to load these
* and use them in this switch, rather than hardcoding by IDs.
*/
switch(item.iID) {
case GENERALITEM_GUMBALL_ADAPTIUM:
case GENERALITEM_GUMBALL_BLASTONS:
case GENERALITEM_GUMBALL_COSMIX:
useGumball(sock, data);
break;
case GENERALITEM_FUSION_HUNTER_BOOSTER:
case GENERALITEM_IZ_RACER_BOOSTER:
case GENERALITEM_QUESTER_BOOSTER:
case GENERALITEM_SUPER_BOOSTER_DX:
useNanocomBooster(sock, data);
break;
default:
std::cout << "[INFO] General item "<< item.iID << " is unimplemented." << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, response);
sock->sendPacket(response, P_FE2CL_REP_PC_ITEM_USE_FAIL);
break;
}
}
static void itemBankOpenHandler(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock);
@@ -598,7 +719,7 @@ static void chestOpenHandler(CNSocket *sock, CNPacketData *data) {
// if we failed to open a crate, at least give the player a gumball (suggested by Jade)
if (failing) {
item->sItem.iType = 7;
item->sItem.iID = 119 + Rand::rand(3);
item->sItem.iID = GENERALITEM_GUMBALL_ADAPTIUM + Rand::rand(3);
item->sItem.iOpt = 1;
std::cout << "[WARN] Crate open failed, giving a Gumball..." << std::endl;
@@ -632,39 +753,89 @@ Item* Items::getItemData(int32_t id, int32_t type) {
return nullptr;
}
void Items::checkItemExpire(CNSocket* sock, Player* player) {
if (player->toRemoveVehicle.eIL == 0 && player->toRemoveVehicle.iSlotNum == 0)
return;
size_t Items::checkAndRemoveExpiredItems(CNSocket* sock, Player* player) {
int32_t currentTime = getTimestamp();
/* prepare packet
* yes, this is a varadic packet, however analyzing client behavior and code
* it only checks takes the first item sent into account
* yes, this is very stupid
* therefore, we delete all but 1 expired vehicle while loading player
* to delete the last one here so player gets a notification
*/
// if there are expired items in bank just remove them silently
if (settings::REMOVEEXPIREDITEMSFROMBANK) {
for (int i = 0; i < ABANK_COUNT; i++) {
if (player->Bank[i].iTimeLimit < currentTime && player->Bank[i].iTimeLimit != 0) {
memset(&player->Bank[i], 0, sizeof(sItemBase));
}
}
}
const size_t resplen = sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM) + sizeof(sTimeLimitItemDeleteInfo2CL);
// collect items to remove and data for the packet
std::vector<sItemBase*> toRemove;
std::vector<sTimeLimitItemDeleteInfo2CL> itemData;
// equipped items
for (int i = 0; i < AEQUIP_COUNT; i++) {
if (player->Equip[i].iOpt > 0 && player->Equip[i].iTimeLimit < currentTime && player->Equip[i].iTimeLimit != 0) {
toRemove.push_back(&player->Equip[i]);
itemData.push_back({ (int)SlotType::EQUIP, i });
}
}
// inventory
for (int i = 0; i < AINVEN_COUNT; i++) {
if (player->Inven[i].iTimeLimit < currentTime && player->Inven[i].iTimeLimit != 0) {
toRemove.push_back(&player->Inven[i]);
itemData.push_back({ (int)SlotType::INVENTORY, i });
}
}
if (itemData.empty())
return 0;
// prepare packet containing all expired items to delete
// this is expected for academy
// pre-academy only checks the first item in the packet
const size_t resplen = sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM) + sizeof(sTimeLimitItemDeleteInfo2CL) * itemData.size();
// 8 bytes * 262 items = 2096 bytes, in total this shouldn't exceed 2500 bytes
assert(resplen < CN_PACKET_BODY_SIZE);
// we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[resplen]; // not a variable length array, don't worry
auto packet = (sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM*)respbuf;
sTimeLimitItemDeleteInfo2CL* itemData = (sTimeLimitItemDeleteInfo2CL*)(respbuf + sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM));
memset(respbuf, 0, resplen);
uint8_t respbuf[CN_PACKET_BODY_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE);
auto packet = (sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM*)respbuf;
for (size_t i = 0; i < itemData.size(); i++) {
auto itemToDeletePtr = (sTimeLimitItemDeleteInfo2CL*)(
respbuf + sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM) + sizeof(sTimeLimitItemDeleteInfo2CL) * i
);
itemToDeletePtr->eIL = itemData[i].eIL;
itemToDeletePtr->iSlotNum = itemData[i].iSlotNum;
packet->iItemListCount++;
}
packet->iItemListCount = 1;
itemData->eIL = player->toRemoveVehicle.eIL;
itemData->iSlotNum = player->toRemoveVehicle.iSlotNum;
sock->sendPacket((void*)&respbuf, P_FE2CL_PC_DELETE_TIME_LIMIT_ITEM, resplen);
// delete serverside
if (player->toRemoveVehicle.eIL == 0)
memset(&player->Equip[8], 0, sizeof(sItemBase));
else
memset(&player->Inven[player->toRemoveVehicle.iSlotNum], 0, sizeof(sItemBase));
// delete items serverside and send unequip packets
for (size_t i = 0; i < itemData.size(); i++) {
sItemBase* item = toRemove[i];
memset(item, 0, sizeof(sItemBase));
player->toRemoveVehicle.eIL = 0;
player->toRemoveVehicle.iSlotNum = 0;
// send item delete success packet
// required for pre-academy builds
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC, itemDelete);
itemDelete.eIL = itemData[i].eIL;
itemDelete.iSlotNum = itemData[i].iSlotNum;
sock->sendPacket(itemDelete, P_FE2CL_REP_PC_ITEM_DELETE_SUCC);
// also update item equips if needed
if (itemData[i].eIL == (int)SlotType::EQUIP) {
INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange);
equipChange.iPC_ID = player->iID;
equipChange.iEquipSlotNum = itemData[i].iSlotNum;
sock->sendPacket(equipChange, P_FE2CL_PC_EQUIP_CHANGE);
}
}
// exit vehicle if player no longer has one equipped (function checks pcstyle)
if (player->Equip[EQUIP_SLOT_VEHICLE].iID == 0)
PlayerManager::exitPlayerVehicle(sock, nullptr);
return itemData.size();
}
void Items::setItemStats(Player* plr) {
@@ -711,7 +882,69 @@ static void getMobDrop(sItemBase* reward, const std::vector<int>& weights, const
reward->iID = crateIds[chosenIndex];
}
static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRoll& rolled) {
static int32_t calculateTaroReward(Player* plr, int baseAmount, int groupSize) {
double bonus = plr->hasBuff(ECSB_REWARD_CASH) ? (Nanos::getNanoBoost(plr) ? 1.23 : 1.2) : 1.0;
double groupEffect = settings::LESSTAROFMINGROUPDISABLED ? 1.0 : 1.0 / groupSize;
return baseAmount * plr->rateT[RATE_SLOT_COMBAT] * bonus * groupEffect;
}
static int32_t calculateFMReward(Player* plr, int baseAmount, int levelDiff, int groupSize) {
double scavenge = plr->hasBuff(ECSB_REWARD_BLOB) ? (Nanos::getNanoBoost(plr) ? 1.23 : 1.2) : 1.0;
double boosterEffect = plr->hasHunterBoost() ? (plr->hasQuestBoost() && plr->hasRacerBoost() ? 1.75 : 1.5) : 1.0;
// if player is within 1 level of the mob, FM is untouched
double levelEffect = 1.0;
// otherwise, follow the table below
switch (std::clamp(levelDiff, -3, 6)) {
case 6:
// if player is 6 or more levels above mob, no FM is dropped
levelEffect = 0.0;
break;
case 5:
levelEffect = 0.25;
break;
case 4:
levelEffect = 0.5;
break;
case 3:
levelEffect = 0.75;
break;
case 2:
levelEffect = 0.899;
break;
case -2:
levelEffect = 1.1;
break;
case -3:
// if player is 3 or more levels below mob, FM is 1.2x
levelEffect = 1.2;
break;
}
// if no group, FM is untouched
double groupEffect = 1.0;
// otherwise, follow the table below
if (!settings::LESSTAROFMINGROUPDISABLED) {
switch (groupSize) {
case 2:
groupEffect = 0.875;
break;
case 3:
groupEffect = 0.75;
break;
case 4:
// this case is more lenient
groupEffect = 0.688;
break;
}
}
int32_t amount = baseAmount * plr->rateF[RATE_SLOT_COMBAT] * scavenge * levelEffect * groupEffect;
amount *= boosterEffect;
return amount;
}
static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRoll& rolled, int groupSize) {
Player *plr = PlayerManager::getPlayer(sock);
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
@@ -763,43 +996,20 @@ static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRo
MiscDropType& miscDropType = Items::MiscDropTypes[drop.miscDropTypeId];
if (rolled.taros % miscDropChance.taroDropChanceTotal < miscDropChance.taroDropChance) {
plr->money += miscDropType.taroAmount;
// money nano boost
if (plr->hasBuff(ECSB_REWARD_CASH)) {
int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1;
plr->money += miscDropType.taroAmount * (5 + boost) / 25;
}
int32_t taros = calculateTaroReward(plr, miscDropType.taroAmount, groupSize);
plr->addCapped(CappedValueType::TAROS, taros);
}
if (rolled.fm % miscDropChance.fmDropChanceTotal < miscDropChance.fmDropChance) {
// formula for scaling FM with player/mob level difference
// TODO: adjust this better
int levelDifference = plr->level - mob->level;
int fm = miscDropType.fmAmount;
if (levelDifference > 0)
fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0;
// scavenger nano boost
if (plr->hasBuff(ECSB_REWARD_BLOB)) {
int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1;
fm += fm * (5 + boost) / 25;
}
Missions::updateFusionMatter(sock, fm);
int32_t fm = calculateFMReward(plr, miscDropType.fmAmount, levelDifference, groupSize);
plr->addCapped(CappedValueType::FUSIONMATTER, fm);
Missions::updateFusionMatter(sock);
}
if (rolled.potions % miscDropChance.potionDropChanceTotal < miscDropChance.potionDropChance)
plr->batteryN += miscDropType.potionAmount;
plr->addCapped(CappedValueType::BATTERY_N, miscDropType.potionAmount);
if (rolled.boosts % miscDropChance.boostDropChanceTotal < miscDropChance.boostDropChance)
plr->batteryW += miscDropType.boostAmount;
// caps
if (plr->batteryW > 9999)
plr->batteryW = 9999;
if (plr->batteryN > 9999)
plr->batteryN = 9999;
plr->addCapped(CappedValueType::BATTERY_W, miscDropType.boostAmount);
// simple rewards
reward->m_iCandy = plr->money;
@@ -830,7 +1040,7 @@ static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRo
}
}
void Items::giveMobDrop(CNSocket *sock, Mob* mob, const DropRoll& rolled, const DropRoll& eventRolled) {
void Items::giveMobDrop(CNSocket *sock, Mob* mob, const DropRoll& rolled, const DropRoll& eventRolled, int groupSize) {
// sanity check
if (Items::MobToDropMap.find(mob->type) == Items::MobToDropMap.end()) {
std::cout << "[WARN] Mob ID " << mob->type << " has no drops assigned" << std::endl;
@@ -839,7 +1049,7 @@ void Items::giveMobDrop(CNSocket *sock, Mob* mob, const DropRoll& rolled, const
// find mob drop id
int mobDropId = Items::MobToDropMap[mob->type];
giveSingleDrop(sock, mob, mobDropId, rolled);
giveSingleDrop(sock, mob, mobDropId, rolled, groupSize);
if (settings::EVENTMODE != 0) {
// sanity check
@@ -850,14 +1060,13 @@ void Items::giveMobDrop(CNSocket *sock, Mob* mob, const DropRoll& rolled, const
// find mob drop id
int eventMobDropId = Items::EventToDropMap[settings::EVENTMODE];
giveSingleDrop(sock, mob, eventMobDropId, eventRolled);
giveSingleDrop(sock, mob, eventMobDropId, eventRolled, groupSize);
}
}
void Items::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_MOVE, itemMoveHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ITEM_DELETE, itemDeleteHandler);
// this one is for gumballs
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_USE, itemUseHandler);
// Bank
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_BANK_OPEN, itemBankOpenHandler);