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[WIP] Stub power handler
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@ -651,6 +651,72 @@ template<class sPAYLOAD,
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void power(EntityRef ref, std::vector<int> targetData,
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void power(EntityRef ref, std::vector<int> targetData,
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int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount,
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int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount,
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int16_t skillType, int32_t bitFlag, int16_t timeBuffID) {
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int16_t skillType, int32_t bitFlag, int16_t timeBuffID) {
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/*** OLD NANO HANDLER ***
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Player *plr = PlayerManager::getPlayer(sock);
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if (skillType == EST_RETROROCKET_SELF || skillType == EST_RECALL) // rocket and self recall does not need any trailing structs
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targetData[0] = 0;
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size_t resplen;
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// special case since leech is atypically encoded
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if (skillType == EST_BLOODSUCKING)
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resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + sizeof(sSkillResult_Heal_HP) + sizeof(sSkillResult_Damage);
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else
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resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + targetData[0] * sizeof(sPAYLOAD);
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// validate response packet
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if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), targetData[0], sizeof(sPAYLOAD))) {
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std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE packet size" << std::endl;
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return;
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}
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_NANO_SKILL_USE_SUCC *resp = (sP_FE2CL_NANO_SKILL_USE_SUCC*)respbuf;
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sPAYLOAD *respdata = (sPAYLOAD*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
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resp->iPC_ID = plr->iID;
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resp->iSkillID = skillID;
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resp->iNanoID = nanoID;
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resp->iNanoStamina = plr->Nanos[plr->activeNano].iStamina;
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resp->eST = skillType;
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resp->iTargetCnt = targetData[0];
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if (SkillTable[skillID].drainType == 2) {
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if (SkillTable[skillID].targetType >= 2)
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plr->iSelfConditionBitFlag |= bitFlag;
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if (SkillTable[skillID].targetType == 3)
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plr->iGroupConditionBitFlag |= bitFlag;
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}
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for (int i = 0; i < targetData[0]; i++)
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if (!work(sock, respdata, i, targetData[i+1], bitFlag, timeBuffID, duration, amount))
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return;
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sock->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
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assert(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) == sizeof(sP_FE2CL_NANO_SKILL_USE));
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if (skillType == EST_RECALL_GROUP) { // in the case of group recall, nobody but group members need the packet
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for (int i = 0; i < targetData[0]; i++) {
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CNSocket *sock2 = PlayerManager::getSockFromID(targetData[i+1]);
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sock2->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen);
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}
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} else
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PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen);
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// Warping on recall
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if (skillType == EST_RECALL || skillType == EST_RECALL_GROUP) {
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if ((int32_t)plr->instanceID == plr->recallInstance)
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PlayerManager::sendPlayerTo(sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
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else {
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INITSTRUCT(sP_FE2CL_REP_WARP_USE_RECALL_FAIL, response)
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sock->sendPacket((void*)&response, P_FE2CL_REP_WARP_USE_RECALL_FAIL, sizeof(sP_FE2CL_REP_WARP_USE_RECALL_FAIL));
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}
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}
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*/
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/*** OLD MOB ABILITY HANDLER ***
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size_t resplen;
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size_t resplen;
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// special case since leech is atypically encoded
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// special case since leech is atypically encoded
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if (skillType == EST_BLOODSUCKING)
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if (skillType == EST_BLOODSUCKING)
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@ -683,6 +749,7 @@ template<class sPAYLOAD,
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return;
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return;
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NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
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NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
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*/
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}
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}
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// nano power dispatch table
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// nano power dispatch table
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