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https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-12-23 04:10:06 +00:00
[WIP] Replace appearance data with individual fields
Storing certain things in appearance data and others in their own fields was gross. Now everything is stored on the same level and functions have been added to generate appearance data when it's needed by the client.
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@@ -67,7 +67,7 @@ void NPCManager::destroyNPC(int32_t id) {
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void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I, int angle) {
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BaseNPC* npc = NPCs[id];
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npc->appearanceData.iAngle = angle;
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npc->angle = angle;
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ChunkPos oldChunk = npc->chunkPos;
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ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I);
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npc->x = X;
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@@ -154,7 +154,7 @@ static void npcSummonHandler(CNSocket* sock, CNPacketData* data) {
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for (int i = 0; i < req->iNPCCnt; i++) {
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BaseNPC *npc = summonNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType);
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updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, 0);
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updateNPCPosition(npc->id, plr->x, plr->y, plr->z, plr->instanceID, 0);
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}
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}
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@@ -305,16 +305,16 @@ static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
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// Blastons, Heal
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2467);
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newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle;
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NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
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plr->instanceID, oldbody->appearanceData.iAngle);
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newbody->angle = oldbody->angle;
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NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
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plr->instanceID, oldbody->angle);
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// right arm, Adaptium, Stun
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX - 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2469);
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arm->appearanceData.iAngle = oldbody->appearanceData.iAngle;
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NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ,
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plr->instanceID, oldbody->appearanceData.iAngle);
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arm->angle = oldbody->angle;
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NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
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plr->instanceID, oldbody->angle);
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}
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// summon left arm and stage 3 body
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@@ -327,16 +327,16 @@ static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
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// Cosmix, Damage Point
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2468);
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newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle;
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NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
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plr->instanceID, oldbody->appearanceData.iAngle);
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newbody->angle = oldbody->angle;
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NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
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plr->instanceID, oldbody->angle);
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// Blastons, Heal
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX + 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2470);
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arm->appearanceData.iAngle = oldbody->appearanceData.iAngle;
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NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ,
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plr->instanceID, oldbody->appearanceData.iAngle);
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arm->angle = oldbody->angle;
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NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
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plr->instanceID, oldbody->angle);
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}
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std::vector<NPCEvent> NPCManager::NPCEvents = {
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