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[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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@@ -276,7 +276,7 @@ static void stepNPCPathing() {
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int distanceBetween = hypot(dXY, point.z - npc->z); // total distance
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// update NPC location to update viewables
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, point.x, point.y, point.z, npc->instanceID, npc->appearanceData.iAngle);
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NPCManager::updateNPCPosition(npc->id, point.x, point.y, point.z, npc->instanceID, npc->angle);
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// TODO: move walking logic into Entity stack
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switch (npc->kind) {
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@@ -284,7 +284,7 @@ static void stepNPCPathing() {
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INITSTRUCT(sP_FE2CL_TRANSPORTATION_MOVE, busMove);
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busMove.eTT = 3;
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busMove.iT_ID = npc->appearanceData.iNPC_ID;
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busMove.iT_ID = npc->id;
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busMove.iMoveStyle = 0; // ???
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busMove.iToX = point.x;
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busMove.iToY = point.y;
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@@ -298,7 +298,7 @@ static void stepNPCPathing() {
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/* fallthrough */
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default:
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INITSTRUCT(sP_FE2CL_NPC_MOVE, move);
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move.iNPC_ID = npc->appearanceData.iNPC_ID;
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move.iNPC_ID = npc->id;
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move.iMoveStyle = 0; // ???
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move.iToX = point.x;
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move.iToY = point.y;
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