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https://github.com/OpenFusionProject/OpenFusion.git
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Fixes.
* Mobs should account for height when aggroing on nearby players * We don't need to keep track of lastHealTime for each player separately * Warp attendants no longer steal the players weapon and money
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@ -329,7 +329,10 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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for (Chunk *chunk : mob->currentChunks) {
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for (CNSocket *s : chunk->players) {
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Player *plr = s->plr;
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int distance = hypot(mob->appearanceData.iX - plr->x, mob->appearanceData.iY - plr->y);
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// height is relevant for aggro distance because of platforming
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int xyDistance = hypot(mob->appearanceData.iX - plr->x, mob->appearanceData.iY - plr->y);
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int distance = hypot(xyDistance, mob->appearanceData.iZ - plr->z);
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if (distance > mob->data["m_iSightRange"])
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continue;
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@ -509,6 +512,8 @@ void MobManager::dealGooDamage(CNSocket *sock, int amount) {
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}
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void MobManager::playerTick(CNServer *serv, time_t currTime) {
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static time_t lastHealTime = 0;
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for (auto& pair : PlayerManager::players) {
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CNSocket *sock = pair.first;
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Player *plr = pair.second.plr;
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@ -519,11 +524,9 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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dealGooDamage(sock, 150);
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// a somewhat hacky way tick goo damage faster than heal, but eh
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if (currTime - plr->lastHealTime < 4000)
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if (currTime - lastHealTime < 4000)
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continue;
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plr->lastHealTime = currTime;
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// heal
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if (!plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) {
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plr->HP += 200;
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@ -554,8 +557,6 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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if (transmit) {
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INITSTRUCT(sP_FE2CL_REP_PC_TICK, pkt);
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std::cout << "sending sP_FE2CL_REP_PC_TICK" << std::endl;
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pkt.iHP = plr->HP;
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pkt.iBatteryN = plr->batteryN;
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@ -566,4 +567,8 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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sock->sendPacket((void*)&pkt, P_FE2CL_REP_PC_TICK, sizeof(sP_FE2CL_REP_PC_TICK));
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}
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}
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// if this was a heal tick, update the counter outside of the loop
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if (currTime - lastHealTime < 4000)
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lastHealTime = currTime;
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}
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@ -560,6 +560,8 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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resp.iX = Warps[warpId].x;
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resp.iY = Warps[warpId].y;
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resp.iZ = Warps[warpId].z;
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resp.iCandy = plrv.plr->money;
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resp.eIL = 4; // do not take away any items
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// force player & NPC reload
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PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
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@ -46,7 +46,6 @@ struct Player {
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bool inCombat;
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bool dotDamage;
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time_t lastHealTime;
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int64_t aQuestFlag[16];
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int tasks[ACTIVE_MISSION_COUNT];
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