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[refactor] New buff framework (player implementation)
Get rid of `iConditionBitFlag` in favor of a system of individual buff objects that get composited to a bitflag on-the-fly. Buff objects can have callbacks for application, expiration, and tick, making them pretty flexible. Scripting languages can eventually use these for custom behavior, too. TODO: - Get rid of bitflag in BaseNPC - Apply buffs from passive nano powers - Apply buffs from active nano powers - Move eggs to new system - ???
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@@ -42,7 +42,7 @@ namespace NPCManager {
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void destroyNPC(int32_t);
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void updateNPCPosition(int32_t, int X, int Y, int Z, uint64_t I, int angle);
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void sendToViewable(BaseNPC* npc, void* buf, uint32_t type, size_t size);
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void sendToViewable(Entity* npc, void* buf, uint32_t type, size_t size);
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BaseNPC *summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn=false, bool baseInstance=false);
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