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[refactor] Move mob drop logic from Combat to ItemManager
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@@ -12,19 +12,6 @@
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#include <unordered_map>
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#include <queue>
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struct MobDropChance {
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int dropChance;
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std::vector<int> cratesRatio;
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};
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struct MobDrop {
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std::vector<int> crateIDs;
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int dropChanceType;
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int taros;
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int fm;
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int boosts;
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};
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struct Bullet {
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int pointDamage;
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int groupDamage;
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@@ -33,8 +20,6 @@ struct Bullet {
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};
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namespace Combat {
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extern std::map<int32_t, MobDropChance> MobDropChances;
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extern std::map<int32_t, MobDrop> MobDrops;
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extern std::map<int32_t, std::map<int8_t, Bullet>> Bullets;
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void init();
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@@ -49,9 +34,6 @@ namespace Combat {
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void npcAttackPc(Mob *mob, time_t currTime);
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int hitMob(CNSocket *sock, Mob *mob, int damage);
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void killMob(CNSocket *sock, Mob *mob);
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void giveReward(CNSocket *sock, Mob *mob, int rolledBoosts, int rolledPotions, int rolledCrate, int rolledCrateType, int rolledEvent);
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void getReward(sItemBase *reward, MobDrop *drop, MobDropChance *chance, int rolled);
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void giveEventReward(CNSocket* sock, Player* player, int rolled);
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std::pair<int,int> lerp(int, int, int, int, int);
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std::pair<int,int> getDamage(int, int, bool, bool, int, int, int);
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