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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 13:30:06 +00:00
Initialize all members of all Entity-derived classes
Also moved some logic out of Mob into CombatNPC.
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0c8e209360
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@ -6,6 +6,7 @@
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#include <set>
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enum class EntityType {
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INVALID,
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PLAYER,
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SIMPLE_NPC,
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COMBAT_NPC,
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@ -17,11 +18,11 @@ enum class EntityType {
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class Chunk;
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struct Entity {
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EntityType type;
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int x, y, z;
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uint64_t instanceID;
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ChunkPos chunkPos;
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std::set<Chunk*> viewableChunks;
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EntityType type = EntityType::INVALID;
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int x = 0, y = 0, z = 0;
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uint64_t instanceID = 0;
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ChunkPos chunkPos = {};
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std::set<Chunk*> viewableChunks = {};
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// destructor must be virtual, apparently
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virtual ~Entity() {}
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@ -74,12 +75,11 @@ struct EntityRef {
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*/
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class BaseNPC : public Entity {
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public:
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sNPCAppearanceData appearanceData;
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sNPCAppearanceData appearanceData = {};
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//NPCClass npcClass;
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int playersInView;
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int playersInView = 0;
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BaseNPC() {};
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BaseNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id) { // XXX
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appearanceData.iX = x;
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appearanceData.iY = y;
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@ -109,9 +109,32 @@ public:
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virtual void disappearFromViewOf(CNSocket *sock) override;
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};
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struct CombatNPC : public BaseNPC {
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int maxHealth = 0;
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int spawnX = 0;
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int spawnY = 0;
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int spawnZ = 0;
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int level = 0;
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void (*_stepAI)() = nullptr;
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// XXX
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CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP) :
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BaseNPC(x, y, z, angle, iID, t, id),
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maxHealth(maxHP)
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{}
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virtual void stepAI() {
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if (_stepAI != nullptr)
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_stepAI();
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}
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};
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// Mob is in MobAI.hpp, Player is in Player.hpp
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// TODO: decouple from BaseNPC
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struct Egg : public BaseNPC {
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bool summoned;
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bool summoned = false;
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bool dead = false;
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time_t deadUntil;
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@ -132,17 +155,3 @@ struct Bus : public BaseNPC {
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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};
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#if 0
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struct NPC : public Entity {
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void (*_stepAI)();
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virtual void stepAI() {}
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};
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struct CombatNPC : public Entity {
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};
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struct Mob : public CombatNPC {
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};
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#endif
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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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132
src/Player.hpp
132
src/Player.hpp
@ -12,86 +12,80 @@
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#define PC_MAXHEALTH(level) (925 + 75 * (level))
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struct Player : public Entity {
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int accountId;
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int accountLevel; // permission level (see CN_ACCOUNT_LEVEL enums)
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int64_t SerialKey;
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int32_t iID;
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uint64_t FEKey;
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int accountId = 0;
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int accountLevel = 0; // permission level (see CN_ACCOUNT_LEVEL enums)
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int64_t SerialKey = 0;
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int32_t iID = 0;
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uint64_t FEKey = 0;
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int level;
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int HP;
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int slot; // player slot, not nano slot
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int16_t mentor;
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int32_t money;
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int32_t fusionmatter;
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int32_t batteryW;
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int32_t batteryN;
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sPCStyle PCStyle;
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sPCStyle2 PCStyle2;
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sNano Nanos[NANO_COUNT]; // acquired nanos
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int equippedNanos[3];
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int activeNano; // active nano (index into Nanos)
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int8_t iPCState;
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int32_t iWarpLocationFlag;
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int64_t aSkywayLocationFlag[2];
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int32_t iConditionBitFlag;
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int32_t iSelfConditionBitFlag;
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int8_t iSpecialState;
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int level = 0;
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int HP = 0;
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int slot = 0; // player slot, not nano slot
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int16_t mentor = 0;
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int32_t money = 0;
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int32_t fusionmatter = 0;
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int32_t batteryW = 0;
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int32_t batteryN = 0;
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sPCStyle PCStyle = {};
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sPCStyle2 PCStyle2 = {};
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sNano Nanos[NANO_COUNT] = {}; // acquired nanos
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int equippedNanos[3] = {};
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int activeNano = 0; // active nano (index into Nanos)
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int8_t iPCState = 0;
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int32_t iWarpLocationFlag = 0;
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int64_t aSkywayLocationFlag[2] = {};
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int32_t iConditionBitFlag = 0;
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int32_t iSelfConditionBitFlag = 0;
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int8_t iSpecialState = 0;
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//int x, y, z; in superclass
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int angle;
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int lastX, lastY, lastZ, lastAngle;
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int recallX, recallY, recallZ, recallInstance; // also Lair entrances
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//uint64_t instanceID; in superclass
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sItemBase Equip[AEQUIP_COUNT];
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sItemBase Inven[AINVEN_COUNT];
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sItemBase Bank[ABANK_COUNT];
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sItemTrade Trade[12];
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int32_t moneyInTrade;
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bool isTrading;
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bool isTradeConfirm;
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int angle = 0;
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int lastX = 0, lastY = 0, lastZ = 0, lastAngle = 0;
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int recallX = 0, recallY = 0, recallZ = 0, recallInstance = 0; // also Lair entrances
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sItemBase Equip[AEQUIP_COUNT] = {};
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sItemBase Inven[AINVEN_COUNT] = {};
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sItemBase Bank[ABANK_COUNT] = {};
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sItemTrade Trade[12] = {};
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int32_t moneyInTrade = 0;
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bool isTrading = false;
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bool isTradeConfirm = false;
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bool inCombat;
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bool onMonkey;
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int nanoDrainRate;
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int healCooldown;
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bool inCombat = false;
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bool onMonkey = false;
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int nanoDrainRate = 0;
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int healCooldown = 0;
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int pointDamage;
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int groupDamage;
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int fireRate;
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int defense;
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int pointDamage = 0;
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int groupDamage = 0;
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int fireRate = 0;
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int defense = 0;
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int64_t aQuestFlag[16];
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int tasks[ACTIVE_MISSION_COUNT];
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int RemainingNPCCount[ACTIVE_MISSION_COUNT][3];
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sItemBase QInven[AQINVEN_COUNT];
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int32_t CurrentMissionID;
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int64_t aQuestFlag[16] = {};
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int tasks[ACTIVE_MISSION_COUNT] = {};
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int RemainingNPCCount[ACTIVE_MISSION_COUNT][3] = {};
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sItemBase QInven[AQINVEN_COUNT] = {};
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int32_t CurrentMissionID = 0;
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sTimeLimitItemDeleteInfo2CL toRemoveVehicle;
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sTimeLimitItemDeleteInfo2CL toRemoveVehicle = {};
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int32_t iIDGroup;
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int groupCnt;
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int32_t groupIDs[4];
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int32_t iGroupConditionBitFlag;
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int32_t iIDGroup = 0;
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int groupCnt = 0;
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int32_t groupIDs[4] = {};
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int32_t iGroupConditionBitFlag = 0;
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bool notify;
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bool hidden;
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bool unwarpable;
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bool notify = false;
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bool hidden = false;
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bool unwarpable = false;
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bool buddiesSynced;
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int64_t buddyIDs[50];
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bool isBuddyBlocked[50];
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bool buddiesSynced = false;
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int64_t buddyIDs[50] = {};
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bool isBuddyBlocked[50] = {};
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uint64_t iFirstUseFlag[2];
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uint64_t iFirstUseFlag[2] = {};
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time_t lastHeartbeat = 0;
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// in superclass:
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//ChunkPos chunkPos;
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//std::set<Chunk*> viewableChunks;
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time_t lastHeartbeat;
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int suspicionRating;
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time_t lastShot;
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std::vector<sItemBase> buyback;
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int suspicionRating = 0;
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time_t lastShot = 0;
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std::vector<sItemBase> buyback = {};
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Player() { type = EntityType::PLAYER; }
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@ -57,8 +57,8 @@ void PlayerManager::removePlayer(CNSocket* key) {
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// save player to DB
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Database::updatePlayer(plr);
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EntityRef ref = {key};
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// remove player visually and untrack
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EntityRef ref = {key};
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Chunking::removeEntityFromChunks(Chunking::getViewableChunks(plr->chunkPos), ref);
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Chunking::untrackEntity(plr->chunkPos, ref);
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