mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-10-14 01:50:05 +00:00
[refactor] Move mob drop logic from Combat to ItemManager
This commit is contained in:
185
src/Combat.cpp
185
src/Combat.cpp
@@ -11,8 +11,6 @@
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#include <assert.h>
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std::map<int32_t, MobDropChance> Combat::MobDropChances;
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std::map<int32_t, MobDrop> Combat::MobDrops;
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/// Player Id -> Bullet Id -> Bullet
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std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
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@@ -161,185 +159,6 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
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}
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}
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void Combat::giveReward(CNSocket *sock, Mob* mob, int rolledBoosts, int rolledPotions,
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int rolledCrate, int rolledCrateType, int rolledEvent) {
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Player *plr = PlayerManager::getPlayer(sock);
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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// we know it's only one trailing struct, so we can skip full validation
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uint8_t respbuf[resplen]; // not a variable length array, don't worry
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sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
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sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
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// don't forget to zero the buffer!
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memset(respbuf, 0, resplen);
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// sanity check
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if (MobDrops.find(mob->dropType) == MobDrops.end()) {
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std::cout << "[WARN] Drop Type " << mob->dropType << " was not found" << std::endl;
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return;
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}
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// find correct mob drop
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MobDrop& drop = MobDrops[mob->dropType];
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plr->money += drop.taros;
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// money nano boost
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if (plr->iConditionBitFlag & CSB_BIT_REWARD_CASH) {
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int boost = 0;
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if (NanoManager::getNanoBoost(plr)) // for gumballs
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boost = 1;
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plr->money += drop.taros * (5 + boost) / 25;
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}
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// formula for scaling FM with player/mob level difference
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// TODO: adjust this better
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int levelDifference = plr->level - mob->level;
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int fm = drop.fm;
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if (levelDifference > 0)
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fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0;
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// scavenger nano boost
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if (plr->iConditionBitFlag & CSB_BIT_REWARD_BLOB) {
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int boost = 0;
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if (NanoManager::getNanoBoost(plr)) // for gumballs
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boost = 1;
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fm += fm * (5 + boost) / 25;
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}
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MissionManager::updateFusionMatter(sock, fm);
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// give boosts 1 in 3 times
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if (drop.boosts > 0) {
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if (rolledPotions % 3 == 0)
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plr->batteryN += drop.boosts;
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if (rolledBoosts % 3 == 0)
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plr->batteryW += drop.boosts;
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}
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// caps
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if (plr->batteryW > 9999)
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plr->batteryW = 9999;
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if (plr->batteryN > 9999)
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plr->batteryN = 9999;
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// simple rewards
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reward->m_iCandy = plr->money;
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reward->m_iFusionMatter = plr->fusionmatter;
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reward->m_iBatteryN = plr->batteryN;
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reward->m_iBatteryW = plr->batteryW;
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reward->iFatigue = 100; // prevents warning message
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reward->iFatigue_Level = 1;
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reward->iItemCnt = 1; // remember to update resplen if you change this
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int slot = ItemManager::findFreeSlot(plr);
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bool awardDrop = false;
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MobDropChance *chance = nullptr;
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// sanity check
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if (MobDropChances.find(drop.dropChanceType) == MobDropChances.end()) {
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std::cout << "[WARN] Unknown Drop Chance Type: " << drop.dropChanceType << std::endl;
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return; // this also prevents holiday crate drops, but oh well
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} else {
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chance = &MobDropChances[drop.dropChanceType];
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awardDrop = (rolledCrate % 1000 < chance->dropChance);
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}
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// no drop
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if (slot == -1 || !awardDrop) {
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// no room for an item, but you still get FM and taros
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reward->iItemCnt = 0;
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM));
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} else {
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// item reward
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getReward(&item->sItem, &drop, chance, rolledCrateType);
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item->iSlotNum = slot;
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item->eIL = 1; // Inventory Location. 1 means player inventory.
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// update player
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plr->Inven[slot] = item->sItem;
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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}
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// event crates
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if (settings::EVENTMODE != 0)
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giveEventReward(sock, plr, rolledEvent);
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}
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void Combat::getReward(sItemBase *reward, MobDrop* drop, MobDropChance* chance, int rolled) {
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reward->iType = 9;
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reward->iOpt = 1;
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int total = 0;
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for (int ratio : chance->cratesRatio)
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total += ratio;
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// randomizing a crate
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int randomNum = rolled % total;
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int i = 0;
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int sum = 0;
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do {
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reward->iID = drop->crateIDs[i];
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sum += chance->cratesRatio[i];
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i++;
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}
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while (sum<=randomNum);
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}
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void Combat::giveEventReward(CNSocket* sock, Player* player, int rolled) {
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// random drop chance
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if (rand() % 100 > settings::EVENTCRATECHANCE)
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return;
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// no slot = no reward
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int slot = ItemManager::findFreeSlot(player);
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if (slot == -1)
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return;
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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uint8_t respbuf[resplen];
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sP_FE2CL_REP_REWARD_ITEM* reward = (sP_FE2CL_REP_REWARD_ITEM*)respbuf;
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sItemReward* item = (sItemReward*)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
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// don't forget to zero the buffer!
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memset(respbuf, 0, resplen);
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// leave everything here as it is
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reward->m_iCandy = player->money;
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reward->m_iFusionMatter = player->fusionmatter;
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reward->m_iBatteryN = player->batteryN;
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reward->m_iBatteryW = player->batteryW;
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reward->iFatigue = 100; // prevents warning message
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reward->iFatigue_Level = 1;
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reward->iItemCnt = 1; // remember to update resplen if you change this
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// which crate to drop
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int crateId;
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switch (settings::EVENTMODE) {
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// knishmas
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case 1: crateId = 1187; break;
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// halloween
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case 2: crateId = 1181; break;
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// spring
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case 3: crateId = 1126; break;
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// what
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default:
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std::cout << "[WARN] Unknown event Id " << settings::EVENTMODE << std::endl;
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return;
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}
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item->sItem.iType = 9;
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item->sItem.iID = crateId;
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item->sItem.iOpt = 1;
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item->iSlotNum = slot;
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item->eIL = 1; // Inventory Location. 1 means player inventory.
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// update player
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player->Inven[slot] = item->sItem;
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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}
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int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) {
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// cannot kill mobs multiple times; cannot harm retreating mobs
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if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
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@@ -396,7 +215,7 @@ void Combat::killMob(CNSocket *sock, Mob *mob) {
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int rolledQItem = rand();
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if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
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giveReward(sock, mob, rolledBoosts, rolledPotions, rolledCrate, rolledCrateType, rolledEvent);
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ItemManager::giveMobDrop(sock, mob, rolledBoosts, rolledPotions, rolledCrate, rolledCrateType, rolledEvent);
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MissionManager::mobKilled(sock, mob->appearanceData.iNPCType, rolledQItem);
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} else {
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Player* otherPlayer = PlayerManager::getPlayerFromID(plr->iIDGroup);
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@@ -416,7 +235,7 @@ void Combat::killMob(CNSocket *sock, Mob *mob) {
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if (dist > 5000)
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continue;
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giveReward(sockTo, mob, rolledBoosts, rolledPotions, rolledCrate, rolledCrateType, rolledEvent);
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ItemManager::giveMobDrop(sockTo, mob, rolledBoosts, rolledPotions, rolledCrate, rolledCrateType, rolledEvent);
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MissionManager::mobKilled(sockTo, mob->appearanceData.iNPCType, rolledQItem);
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}
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}
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