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[refactor] Remaining ICombatant implementation
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@@ -87,11 +87,12 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
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// passive nano unbuffing
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if (Abilities::SkillTable[skillID].drainType == 2) {
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std::vector<int> targetData = Abilities::findTargets(plr, skillID);
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// TODO ABILITIES
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/*std::vector<int> targetData = Abilities::findTargets(plr, skillID);
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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Abilities::removeBuff(sock, targetData, pwr.bitFlag, pwr.timeBuffID, 0,(Abilities::SkillTable[skillID].targetType == 3));
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Abilities::removeBuff(sock, targetData, pwr.bitFlag, pwr.timeBuffID, 0,(Abilities::SkillTable[skillID].targetType == 3));*/
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}
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if (nanoID >= NANO_COUNT || nanoID < 0)
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@@ -102,20 +103,20 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
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// passive nano buffing
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if (Abilities::SkillTable[skillID].drainType == 2) {
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std::vector<int> targetData = Abilities::findTargets(plr, skillID);
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int boost = 0;
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if (getNanoBoost(plr))
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boost = 1;
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for (auto& pwr : Abilities::Powers) {
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
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resp.eCSTB___Add = 1; // the part that makes nano go ZOOMAZOOM
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plr->nanoDrainRate = Abilities::SkillTable[skillID].batteryUse[boost*3];
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// TODO ABILITIES
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//std::vector<int> targetData = Abilities::findTargets(plr, skillID);
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//for (auto& pwr : Abilities::Powers) {
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// if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
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// resp.eCSTB___Add = 1; // the part that makes nano go ZOOMAZOOM
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// plr->nanoDrainRate = Abilities::SkillTable[skillID].batteryUse[boost*3];
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pwr.handle(sock, targetData, nanoID, skillID, 0, Abilities::SkillTable[skillID].powerIntensity[boost]);
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}
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}
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// pwr.handle(sock, targetData, nanoID, skillID, 0, Abilities::SkillTable[skillID].powerIntensity[boost]);
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// }
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//}
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}
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if (!silent) // silent nano death but only for the summoning player
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@@ -296,8 +297,6 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl;
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)
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std::vector<int> targetData = Abilities::findTargets(plr, skillID, data);
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int boost = 0;
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if (getNanoBoost(plr))
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boost = 1;
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@@ -306,9 +305,11 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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if (plr->Nanos[plr->activeNano].iStamina < 0)
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plr->Nanos[plr->activeNano].iStamina = 0;
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// TODO ABILITIES
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/*std::vector<int> targetData = Abilities::findTargets(plr, skillID, data);
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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pwr.handle(sock, targetData, nanoID, skillID, Abilities::SkillTable[skillID].durationTime[boost], Abilities::SkillTable[skillID].powerIntensity[boost]);
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pwr.handle(sock, targetData, nanoID, skillID, Abilities::SkillTable[skillID].durationTime[boost], Abilities::SkillTable[skillID].powerIntensity[boost]);*/
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if (plr->Nanos[plr->activeNano].iStamina < 0)
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summonNano(sock, -1);
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