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[refactor] E g g s
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35
src/Eggs.hpp
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35
src/Eggs.hpp
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#pragma once
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#include "core/Core.hpp"
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#include "NPC.hpp"
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struct Egg : public BaseNPC {
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bool summoned;
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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 type, int32_t id, bool summon)
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: BaseNPC(x, y, z, 0, iID, type, id) {
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summoned = summon;
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npcClass = NPCClass::NPC_EGG;
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}
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};
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struct EggType {
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int dropCrateId;
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int effectId;
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int duration;
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int regen;
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};
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namespace Eggs {
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extern std::unordered_map<int, Egg*> Eggs;
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extern std::map<std::pair<CNSocket*, int32_t>, time_t> EggBuffs;
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extern std::unordered_map<int, EggType> EggTypes;
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void init();
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/// returns -1 on fail
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int eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration);
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void npcDataToEggData(sNPCAppearanceData* npc, sShinyAppearanceData* egg);
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}
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