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https://github.com/OpenFusionProject/OpenFusion.git
synced 2026-04-01 17:20:04 +00:00
Add nano power feature
This commit is contained in:
@@ -6,11 +6,15 @@
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#include <map>
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enum SHARDPACKETID {
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// client 2 shard
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P_CL2FE_REQ_PC_ENTER = 318767105,
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P_CL2FE_REQ_PC_LOADING_COMPLETE = 318767245,
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P_CL2FE_REP_LIVE_CHECK = 318767221,
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P_CL2FE_REQ_NANO_ACTIVE = 318767119,
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P_CL2FE_REQ_NANO_EQUIP = 318767117,
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P_CL2FE_REQ_NANO_SKILL_USE = 318767121,
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P_CL2FE_REQ_NANO_TUNE = 318767120,
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P_CL2FE_REQ_PC_MOVE = 318767107,
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P_CL2FE_REQ_PC_STOP = 318767108,
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P_CL2FE_REQ_PC_JUMP = 318767109,
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@@ -24,9 +28,15 @@ enum SHARDPACKETID {
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P_CL2FE_REQ_SEND_FREECHAT_MESSAGE = 318767111,
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P_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT = 318767184,
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P_CL2FE_REQ_PC_EXIT = 318767106,
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P_CL2FE_REQ_PC_FIRST_USE_FLAG_SET = 318767238,
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// shard 2 client
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P_FE2CL_REP_NANO_ACTIVE_SUCC = 822083624,
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P_FE2CL_REP_PC_NANO_CREATE_SUCC = 822083667,
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P_FE2CL_REP_NANO_EQUIP_SUCC = 822083622,
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P_FE2CL_NANO_SKILL_USE_SUCC = 822083627,
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P_FE2CL_NANO_SKILL_USE = 822083628,
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P_FE2CL_REP_NANO_TUNE_SUCC = 822083625,
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P_FE2CL_REP_PC_ENTER_SUCC = 822083586,
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P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC = 822083833,
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P_FE2CL_REQ_LIVE_CHECK = 822083792,
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@@ -5,6 +5,18 @@
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void NanoManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_ACTIVE, nanoSummonHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_EQUIP, nanoEquipHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_TUNE, nanoSkillSetHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_SKILL_USE, nanoSkillUseHandler);
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}
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void NanoManager::nanoEquipHandler(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_NANO_EQUIP* nano = (sP_CL2FE_REQ_NANO_EQUIP*)data->buf;
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sP_FE2CL_REP_NANO_EQUIP_SUCC* resp = (sP_FE2CL_REP_NANO_EQUIP_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_NANO_EQUIP_SUCC));
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resp->iNanoID = nano->iNanoID;
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resp->iNanoSlotNum = nano->iNanoSlotNum;
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sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_REP_NANO_EQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_EQUIP_SUCC), sock->getFEKey()));
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}
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void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
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@@ -18,3 +30,74 @@ void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
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std::cout << U16toU8(plr.plr.PCStyle.szFirstName) << U16toU8(plr.plr.PCStyle.szLastName) << " requested to summon nano slot: " << nano->iNanoSlotNum << std::endl;
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}
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void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_NANO_SKILL_USE* skill = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf;
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PlayerView plr = PlayerManager::players[sock];
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// Send to client
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sP_FE2CL_NANO_SKILL_USE_SUCC* resp = (sP_FE2CL_NANO_SKILL_USE_SUCC*)xmalloc(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
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resp->iArg1 = skill->iArg1;
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resp->iArg2 = skill->iArg2;
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resp->iArg3 = skill->iArg3;
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resp->iBulletID = skill->iBulletID;
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resp->iTargetCnt = skill->iTargetCnt;
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resp->iPC_ID = plr.plr.iID;
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resp->iNanoStamina = 150; // Hardcoded for now
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sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_NANO_SKILL_USE_SUCC, sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), sock->getFEKey()));
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std::cout << U16toU8(plr.plr.PCStyle.szFirstName) << U16toU8(plr.plr.PCStyle.szLastName) << " requested to summon nano skill " << std::endl;
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}
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void NanoManager::nanoSkillSetHandler(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_NANO_TUNE* skill = (sP_CL2FE_REQ_NANO_TUNE*)data->buf;
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setNanoSkill(sock, skill->iNanoID, skill->iTuneID);
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}
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void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
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Player plr = PlayerManager::getPlayer(sock);
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// Send to client
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sP_FE2CL_REP_PC_NANO_CREATE_SUCC* resp = new sP_FE2CL_REP_PC_NANO_CREATE_SUCC();
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resp->Nano.iID = nanoId;
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resp->Nano.iStamina = 150;
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resp->iQuestItemSlotNum = slot;
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sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC), sock->getFEKey()));
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// Update player
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plr.Nanos[nanoId] = resp->Nano;
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PlayerManager::updatePlayer(sock, plr);
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}
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void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId) {
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Player plr = PlayerManager::getPlayer(sock);
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sNano nano = plr.Nanos[nanoId];
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nano.iSkillID = skillId;
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plr.Nanos[nanoId] = nano;
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// Send to client
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sP_FE2CL_REP_NANO_TUNE_SUCC* resp = (sP_FE2CL_REP_NANO_TUNE_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC));
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resp->iNanoID = nanoId;
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resp->iSkillID = skillId;
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sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_REP_NANO_TUNE_SUCC, sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC), sock->getFEKey()));
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std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " set skill id " << skillId << " for nano: " << nanoId << std::endl;
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// Update the player
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PlayerManager::updatePlayer(sock, plr);
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}
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void NanoManager::resetNanoSkill(CNSocket* sock, int16_t nanoId) {
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Player plr = PlayerManager::getPlayer(sock);
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sNano nano = plr.Nanos[nanoId];
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nano.iSkillID = 0;
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plr.Nanos[nanoId] = nano;
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// Update the player
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PlayerManager::updatePlayer(sock, plr);
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}
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@@ -6,6 +6,13 @@
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namespace NanoManager {
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void init();
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void nanoSummonHandler(CNSocket* sock, CNPacketData* data);
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void nanoEquipHandler(CNSocket* sock, CNPacketData* data);
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void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data);
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void nanoSkillSetHandler(CNSocket* sock, CNPacketData* data);
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void addNano(CNSocket* sock, int16_t nanoId, int16_t slot);
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void setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId);
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void resetNanoSkill(CNSocket* sock, int16_t nanoId);
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}
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#endif
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@@ -17,6 +17,7 @@ struct Player {
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int slot;
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sPCStyle PCStyle;
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sPCStyle2 PCStyle2;
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sNano Nanos[37];
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int x, y, z, angle;
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sItemBase Equip[AEQUIP_COUNT];
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@@ -1,4 +1,5 @@
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#include "CNProtocol.hpp"
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#include "NanoManager.hpp"
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#include "PlayerManager.hpp"
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#include "CNShardServer.hpp"
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#include "CNShared.hpp"
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@@ -27,6 +28,7 @@ void PlayerManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SET_VALUE, PlayerManager::setSpecialPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REP_LIVE_CHECK, PlayerManager::heartbeatPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EXIT, PlayerManager::exitGame);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_FIRST_USE_FLAG_SET, PlayerManager::onPlayerSpawn);
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}
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void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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@@ -81,7 +83,8 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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if (diffX < settings::VIEWDISTANCE && diffY < settings::VIEWDISTANCE) {
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yesView.push_back(pair.first);
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} else {
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}
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else {
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noView.push_back(pair.first);
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}
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}
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@@ -184,13 +187,16 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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for (int i = 0; i < AEQUIP_COUNT; i++)
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response->PCLoadData2CL.aEquip[i] = plr.Equip[i];
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// don't ask..
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//assign 37 nanos with something.hardcoded for now...
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for (int i = 1; i < 37; i++) {
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response->PCLoadData2CL.aNanoBank[i].iID = i;
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response->PCLoadData2CL.aNanoBank[i].iSkillID = 1;
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response->PCLoadData2CL.aNanoBank[i].iSkillID = 2;
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response->PCLoadData2CL.aNanoBank[i].iStamina = 150;
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}
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response->PCLoadData2CL.aNanoBank[1].iSkillID = 0;
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response->PCLoadData2CL.aNanoBank[2].iSkillID = 0;
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response->PCLoadData2CL.aNanoBank[3].iSkillID = 0;
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response->PCLoadData2CL.aNanoSlots[0] = 1;
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response->PCLoadData2CL.aNanoSlots[1] = 2;
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response->PCLoadData2CL.aNanoSlots[2] = 3;
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@@ -537,3 +543,13 @@ void PlayerManager::exitGame(CNSocket* sock, CNPacketData* data) {
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sock->sendPacket(new CNPacketData((void*)response, P_FE2CL_REP_PC_EXIT_SUCC, sizeof(sP_FE2CL_REP_PC_EXIT_SUCC), sock->getFEKey()));
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}
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void PlayerManager::updatePlayer(CNSocket* key, Player plr) {
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PlayerView plrv = players[key];
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plrv.plr = plr;
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players[key] = plrv;
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}
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void PlayerManager::onPlayerSpawn(CNSocket* sock, CNPacketData* data) {
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}
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@@ -24,6 +24,7 @@ namespace PlayerManager {
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void removePlayer(CNSocket* key);
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Player getPlayer(CNSocket* key);
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void updatePlayer(CNSocket* key, Player plr);
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void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z);
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void enterPlayer(CNSocket* sock, CNPacketData* data);
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@@ -40,6 +41,7 @@ namespace PlayerManager {
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void setSpecialPlayer(CNSocket* sock, CNPacketData* data);
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void heartbeatPlayer(CNSocket* sock, CNPacketData* data);
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void exitGame(CNSocket* sock, CNPacketData* data);
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void onPlayerSpawn(CNSocket* sock, CNPacketData* data);
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}
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#endif
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