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https://github.com/OpenFusionProject/OpenFusion.git
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(WIP) onDeath hook implementation
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45742e90a2
commit
68d53feea3
@ -79,7 +79,7 @@ int CombatNPC::takeDamage(EntityRef src, int amt) {
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}
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}
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if (mob->hp <= 0)
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if (mob->hp <= 0)
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killMob(mob->target, mob);
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transition(AIState::DEAD, src);
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return amt;
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return amt;
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}
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}
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@ -144,6 +144,11 @@ void CombatNPC::transition(AIState newState, EntityRef src) {
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onRetreat();
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onRetreat();
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break;
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break;
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case AIState::DEAD:
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case AIState::DEAD:
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/* TODO: fire any triggered events
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for (NPCEvent& event : NPCManager::NPCEvents)
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if (event.trigger == ON_KILLED && event.npcType == type)
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event.handler(src, this);
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*/
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onDeath(src);
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onDeath(src);
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break;
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break;
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}
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}
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@ -323,7 +328,7 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
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* single RNG roll per mission task, and every group member shares that same
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* single RNG roll per mission task, and every group member shares that same
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* set of rolls.
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* set of rolls.
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*/
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*/
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static void genQItemRolls(Player *leader, std::map<int, int>& rolls) {
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void Combat::genQItemRolls(Player *leader, std::map<int, int>& rolls) {
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for (int i = 0; i < leader->groupCnt; i++) {
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for (int i = 0; i < leader->groupCnt; i++) {
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if (leader->groupIDs[i] == 0)
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if (leader->groupIDs[i] == 0)
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continue;
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continue;
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@ -340,79 +345,6 @@ static void genQItemRolls(Player *leader, std::map<int, int>& rolls) {
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}
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}
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}
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}
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void Combat::killMob(CNSocket *sock, Mob *mob) {
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mob->state = AIState::DEAD;
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mob->target = nullptr;
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mob->cbf = 0;
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mob->skillStyle = -1;
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mob->unbuffTimes.clear();
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mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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// check for the edge case where hitting the mob did not aggro it
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if (sock != nullptr) {
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Player* plr = PlayerManager::getPlayer(sock);
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Items::DropRoll rolled;
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Items::DropRoll eventRolled;
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std::map<int, int> qitemRolls;
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Player *leader = PlayerManager::getPlayerFromID(plr->iIDGroup);
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assert(leader != nullptr); // should never happen
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genQItemRolls(leader, qitemRolls);
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if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
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Items::giveMobDrop(sock, mob, rolled, eventRolled);
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Missions::mobKilled(sock, mob->type, qitemRolls);
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} else {
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for (int i = 0; i < leader->groupCnt; i++) {
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CNSocket* sockTo = PlayerManager::getSockFromID(leader->groupIDs[i]);
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if (sockTo == nullptr)
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continue;
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Player *otherPlr = PlayerManager::getPlayer(sockTo);
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// only contribute to group members' kills if they're close enough
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int dist = std::hypot(plr->x - otherPlr->x + 1, plr->y - otherPlr->y + 1);
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if (dist > 5000)
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continue;
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Items::giveMobDrop(sockTo, mob, rolled, eventRolled);
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Missions::mobKilled(sockTo, mob->type, qitemRolls);
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}
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}
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}
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// delay the despawn animation
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mob->despawned = false;
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// fire any triggered events
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for (NPCEvent& event : NPCManager::NPCEvents)
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if (event.trigger == ON_KILLED && event.npcType == mob->type)
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event.handler(sock, mob);
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auto it = Transport::NPCQueues.find(mob->id);
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if (it == Transport::NPCQueues.end() || it->second.empty())
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return;
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// rewind or empty the movement queue
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if (mob->staticPath) {
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/*
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* This is inelegant, but we wind forward in the path until we find the point that
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* corresponds with the Mob's spawn point.
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*
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* IMPORTANT: The check in TableData::loadPaths() must pass or else this will loop forever.
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*/
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auto& queue = it->second;
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for (auto point = queue.front(); point.x != mob->spawnX || point.y != mob->spawnY; point = queue.front()) {
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queue.pop();
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queue.push(point);
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}
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} else {
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Transport::NPCQueues.erase(mob->id);
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}
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}
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static void combatBegin(CNSocket *sock, CNPacketData *data) {
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static void combatBegin(CNSocket *sock, CNPacketData *data) {
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Player *plr = PlayerManager::getPlayer(sock);
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Player *plr = PlayerManager::getPlayer(sock);
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@ -17,11 +17,13 @@ struct Bullet {
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int bulletType;
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int bulletType;
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};
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};
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namespace Combat {
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namespace Combat {
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extern std::map<int32_t, std::map<int8_t, Bullet>> Bullets;
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extern std::map<int32_t, std::map<int8_t, Bullet>> Bullets;
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void init();
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void init();
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void npcAttackPc(Mob *mob, time_t currTime);
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void npcAttackPc(Mob *mob, time_t currTime);
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void killMob(CNSocket *sock, Mob *mob);
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void genQItemRolls(Player* leader, std::map<int, int>& rolls);
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}
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}
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@ -6,6 +6,8 @@
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#include "Combat.hpp"
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#include "Combat.hpp"
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#include "Abilities.hpp"
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#include "Abilities.hpp"
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#include "Rand.hpp"
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#include "Rand.hpp"
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#include "Items.hpp"
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#include "Missions.hpp"
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#include <cmath>
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#include <cmath>
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#include <limits.h>
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#include <limits.h>
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@ -431,7 +433,7 @@ static void drainMobHP(Mob *mob, int amount) {
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NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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if (mob->hp <= 0)
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if (mob->hp <= 0)
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Combat::killMob(mob->target, mob);
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mob->transition(AIState::DEAD, mob->target);
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}
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}
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void Mob::deadStep(time_t currTime) {
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void Mob::deadStep(time_t currTime) {
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@ -775,5 +777,70 @@ void Mob::onRetreat() {
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}
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}
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void Mob::onDeath(EntityRef src) {
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void Mob::onDeath(EntityRef src) {
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// stub
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target = nullptr;
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cbf = 0;
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skillStyle = -1;
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unbuffTimes.clear();
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killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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// check for the edge case where hitting the mob did not aggro it
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if (src.type == EntityType::PLAYER && src.isValid()) {
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Player* plr = PlayerManager::getPlayer(src.sock);
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Items::DropRoll rolled;
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Items::DropRoll eventRolled;
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std::map<int, int> qitemRolls;
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Player* leader = PlayerManager::getPlayerFromID(plr->iIDGroup);
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assert(leader != nullptr); // should never happen
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Combat::genQItemRolls(leader, qitemRolls);
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if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
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Items::giveMobDrop(src.sock, this, rolled, eventRolled);
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Missions::mobKilled(src.sock, type, qitemRolls);
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}
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else {
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for (int i = 0; i < leader->groupCnt; i++) {
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CNSocket* sockTo = PlayerManager::getSockFromID(leader->groupIDs[i]);
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if (sockTo == nullptr)
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continue;
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Player* otherPlr = PlayerManager::getPlayer(sockTo);
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// only contribute to group members' kills if they're close enough
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int dist = std::hypot(plr->x - otherPlr->x + 1, plr->y - otherPlr->y + 1);
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if (dist > 5000)
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continue;
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Items::giveMobDrop(sockTo, this, rolled, eventRolled);
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Missions::mobKilled(sockTo, type, qitemRolls);
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}
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}
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}
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// delay the despawn animation
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despawned = false;
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auto it = Transport::NPCQueues.find(id);
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if (it == Transport::NPCQueues.end() || it->second.empty())
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return;
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// rewind or empty the movement queue
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if (staticPath) {
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/*
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* This is inelegant, but we wind forward in the path until we find the point that
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* corresponds with the Mob's spawn point.
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*
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* IMPORTANT: The check in TableData::loadPaths() must pass or else this will loop forever.
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*/
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auto& queue = it->second;
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for (auto point = queue.front(); point.x != spawnX || point.y != spawnY; point = queue.front()) {
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queue.pop();
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queue.push(point);
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}
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}
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else {
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Transport::NPCQueues.erase(id);
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}
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}
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}
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