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https://github.com/OpenFusionProject/OpenFusion.git
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[refactor] Remove redundant coord args from most entity constructors
Mobs and CombatNPCs still need theirs in order to properly set their roaming and spawn coords. Assignment of the latter has been moved to the CombatNPC constructor, where it should have already been.
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@@ -82,10 +82,7 @@ public:
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int barkerType;
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bool loopingPath = false;
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BaseNPC(int _X, int _Y, int _Z, int _A, uint64_t iID, int t, int _id) { // XXX
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x = _X;
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y = _Y;
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z = _Z;
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BaseNPC(int _A, uint64_t iID, int t, int _id) {
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type = t;
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hp = 400;
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angle = _A;
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@@ -111,10 +108,12 @@ struct CombatNPC : public BaseNPC {
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void (*_stepAI)(CombatNPC*, time_t) = nullptr;
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// XXX
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CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP) :
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BaseNPC(x, y, z, angle, iID, t, id),
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maxHealth(maxHP) {}
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CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP)
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: BaseNPC(angle, iID, t, id), maxHealth(maxHP) {
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spawnX = x;
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spawnY = y;
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spawnZ = z;
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}
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virtual void stepAI(time_t currTime) {
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if (_stepAI != nullptr)
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@@ -132,8 +131,8 @@ struct Egg : public BaseNPC {
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bool dead = false;
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time_t deadUntil;
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Egg(int x, int y, int z, uint64_t iID, int t, int32_t id, bool summon)
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: BaseNPC(x, y, z, 0, iID, t, id) {
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Egg(uint64_t iID, int t, int32_t id, bool summon)
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: BaseNPC(0, iID, t, id) {
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summoned = summon;
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kind = EntityType::EGG;
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}
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@@ -146,8 +145,8 @@ struct Egg : public BaseNPC {
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// TODO: decouple from BaseNPC
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struct Bus : public BaseNPC {
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Bus(int x, int y, int z, int angle, uint64_t iID, int t, int id) :
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BaseNPC(x, y, z, angle, iID, t, id) {
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Bus(int angle, uint64_t iID, int t, int id) :
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BaseNPC(angle, iID, t, id) {
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kind = EntityType::BUS;
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loopingPath = true;
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}
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