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Refactor and generalize NPCEvent logic
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@@ -293,13 +293,12 @@ BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z
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return npc;
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}
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// TODO: Move this to MobAI, possibly
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// TODO: Move this to separate file in ai/ subdir when implementing more events
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#pragma region NPCEvents
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// summon right arm and stage 2 body
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static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
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static void lordFuseStageTwo(CombatNPC *npc) {
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Mob *oldbody = (Mob*)npc; // adaptium, stun
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Player *plr = PlayerManager::getPlayer(sock);
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std::cout << "Lord Fuse stage two" << std::endl;
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@@ -320,9 +319,8 @@ static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
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}
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// summon left arm and stage 3 body
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static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
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static void lordFuseStageThree(CombatNPC *npc) {
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Mob *oldbody = (Mob*)npc;
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Player *plr = PlayerManager::getPlayer(sock);
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std::cout << "Lord Fuse stage three" << std::endl;
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@@ -342,8 +340,8 @@ static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
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}
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std::vector<NPCEvent> NPCManager::NPCEvents = {
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NPCEvent(2466, ON_KILLED, lordFuseStageTwo),
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NPCEvent(2467, ON_KILLED, lordFuseStageThree),
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NPCEvent(2466, AIState::DEAD, lordFuseStageTwo),
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NPCEvent(2467, AIState::DEAD, lordFuseStageThree),
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};
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#pragma endregion NPCEvents
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