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added a condition to not send mob/egg _ENTER packet when it's HP is 0
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@ -734,10 +734,11 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int duration) {
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void NPCManager::eggStep(CNServer* serv, time_t currTime) {
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// tick buffs
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time_t timeStamp = getTimestamp();
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auto it = EggBuffs.begin();
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while (it != EggBuffs.end()) {
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// check remaining time
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if (it->second > currTime)
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if (it->second > timeStamp)
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it++;
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// if time reached 0
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@ -781,11 +782,13 @@ void NPCManager::eggStep(CNServer* serv, time_t currTime) {
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// check dead eggs
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for (auto egg : Eggs) {
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if (!egg.second->dead)
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return;
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if (egg.second->deadUntil <= currTime) {
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continue;
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if (egg.second->deadUntil <= timeStamp) {
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// respawn it
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addNPC(egg.second->currentChunks, egg.first);
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egg.second->dead = false;
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egg.second->deadUntil = 0;
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egg.second->appearanceData.iHP = 400;
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addNPC(egg.second->currentChunks, egg.first);
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}
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}
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@ -920,5 +923,6 @@ void NPCManager::eggPickup(CNSocket* sock, CNPacketData* data) {
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removeNPC(egg->currentChunks, eggId);
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egg->dead = true;
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egg->deadUntil = getTimestamp() + type->regen;
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egg->appearanceData.iHP = 0;
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}
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}
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@ -150,6 +150,10 @@ void PlayerManager::addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock
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// add npcs
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for (int32_t id : chunk->NPCs) {
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BaseNPC* npc = NPCManager::NPCs[id];
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if (npc->appearanceData.iHP <= 0)
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continue;
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switch (npc->npcClass) {
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case NPC_BUS:
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INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
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