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[refactor] Remaining ICombatant implementation
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@@ -353,7 +353,7 @@ void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, siz
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for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) {
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Chunk* chunk = *it;
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for (const EntityRef& ref : chunk->entities) {
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if (ref.type != EntityType::PLAYER || ref.sock == sock)
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if (ref.kind != EntityKind::PLAYER || ref.sock == sock)
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continue;
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ref.sock->sendPacket(buf, type, size);
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@@ -411,7 +411,8 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
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if (!(plr->iConditionBitFlag & CSB_BIT_PHOENIX))
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return; // sanity check
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plr->Nanos[plr->activeNano].iStamina = 0;
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Abilities::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
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// TODO ABILITIES
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//Abilities::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
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// fallthrough
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case ePCRegenType::HereByPhoenixGroup: // revived by group member's nano
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plr->HP = PC_MAXHEALTH(plr->level) / 2;
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