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Initialize all members of all Entity-derived classes
Also moved some logic out of Mob into CombatNPC.
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@@ -11,51 +11,45 @@ enum class MobState {
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DEAD
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};
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struct Mob : public BaseNPC {
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struct Mob : public CombatNPC {
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// general
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MobState state;
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int maxHealth;
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int spawnX;
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int spawnY;
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int spawnZ;
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int level;
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MobState state = MobState::INACTIVE;
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std::unordered_map<int32_t,time_t> unbuffTimes;
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std::unordered_map<int32_t,time_t> unbuffTimes = {};
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// dead
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time_t killedTime = 0;
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time_t regenTime;
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time_t regenTime = 0;
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bool summoned = false;
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bool despawned = false; // for the sake of death animations
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// roaming
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int idleRange;
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const int sightRange;
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int idleRange = 0;
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const int sightRange = 0;
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time_t nextMovement = 0;
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bool staticPath = false;
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int roamX, roamY, roamZ;
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int roamX = 0, roamY = 0, roamZ = 0;
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// combat
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CNSocket *target = nullptr;
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time_t nextAttack = 0;
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time_t lastDrainTime = 0;
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int skillStyle = -1; // -1 for nothing, 0-2 for corruption, -2 for eruption
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int hitX, hitY, hitZ; // for use in ability targeting
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int hitX = 0, hitY = 0, hitZ = 0; // for use in ability targeting
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// drop
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int dropType;
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int dropType = 0;
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// group
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int groupLeader = 0;
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int offsetX, offsetY;
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int groupMember[4] = {0, 0, 0, 0};
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int offsetX = 0, offsetY = 0;
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int groupMember[4] = {};
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// temporary; until we're sure what's what
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nlohmann::json data;
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nlohmann::json data = {};
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Mob(int x, int y, int z, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id)
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: BaseNPC(x, y, z, angle, iID, t, id),
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maxHealth(d["m_iHP"]),
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: CombatNPC(x, y, z, angle, iID, t, id, d["m_iHP"]),
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sightRange(d["m_iSightRange"]) {
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state = MobState::ROAMING;
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