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The /summon command can now spawn up to 100 NPCs at a time.
Note that /unsummon can only remove one at a time.
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@ -535,21 +535,23 @@ void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) {
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Player* plr = PlayerManager::getPlayer(sock);
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// permission & sanity check
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if (plr == nullptr || plr->accountLevel > 30 || req->iNPCType >= 3314)
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if (plr == nullptr || plr->accountLevel > 30 || req->iNPCType >= 3314 || req->iNPCCnt > 100)
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return;
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int team = NPCData[req->iNPCType]["m_iTeam"];
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assert(nextId < INT32_MAX);
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int id = nextId++;
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for (int i = 0; i < req->iNPCCnt; i++) {
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assert(nextId < INT32_MAX);
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int id = nextId++;
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if (team == 2) {
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NPCs[id] = new Mob(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, NPCData[req->iNPCType], id);
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MobManager::Mobs[id] = (Mob*)NPCs[id];
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} else
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NPCs[id] = new BaseNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, id);
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if (team == 2) {
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NPCs[id] = new Mob(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, NPCData[req->iNPCType], id);
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MobManager::Mobs[id] = (Mob*)NPCs[id];
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} else
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NPCs[id] = new BaseNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, id);
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updateNPCPosition(id, plr->x, plr->y, plr->z);
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updateNPCPosition(id, plr->x, plr->y, plr->z);
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}
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}
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void NPCManager::npcWarpHandler(CNSocket* sock, CNPacketData* data) {
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