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Add chunk reload command /refresh
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1b68b5e2e2
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@ -223,6 +223,11 @@ void npcRotateCommand(std::string full, std::vector<std::string>& args, CNSocket
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ChatManager::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC " + args[1]);
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ChatManager::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC " + args[1]);
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}
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}
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void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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PlayerManager::sendPlayerTo(sock, plr->x, plr->y, plr->z);
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}
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void flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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void flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
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ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
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TableData::flush();
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TableData::flush();
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@ -241,6 +246,7 @@ void ChatManager::init() {
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registerCommand("flush", 30, flushCommand);
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registerCommand("flush", 30, flushCommand);
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registerCommand("level", 50, levelCommand);
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registerCommand("level", 50, levelCommand);
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registerCommand("population", 100, populationCommand);
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registerCommand("population", 100, populationCommand);
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registerCommand("refresh", 100, refreshCommand);
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}
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}
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void ChatManager::registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr) {
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void ChatManager::registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr) {
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