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Added /hide command to exclude players from monitor output
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@@ -745,6 +745,28 @@ void lairUnlockCommand(std::string full, std::vector<std::string>& args, CNSocke
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sock->sendPacket((void*)&missionResp, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID));
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}
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void hideCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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if (plr->hidden) {
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ChatManager::sendServerMessage(sock, "[HIDE] You're already hidden from the map.");
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return;
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}
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plr->hidden = true;
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ChatManager::sendServerMessage(sock, "[HIDE] Successfully hidden from the map.");
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}
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void unhideCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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if (!plr->hidden) {
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ChatManager::sendServerMessage(sock, "[HIDE] You're already visible from the map.");
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return;
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}
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plr->hidden = false;
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ChatManager::sendServerMessage(sock, "[HIDE] Successfully un-hidden from the map.");
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}
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void ChatManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_SEND_FREECHAT_MESSAGE, chatHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT, emoteHandler);
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@@ -774,6 +796,8 @@ void ChatManager::init() {
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registerCommand("summonGroupW", 30, summonGroupCommand, "permanently summon group NPCs");
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registerCommand("whois", 50, whoisCommand, "describe nearest NPC");
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registerCommand("lair", 50, lairUnlockCommand, "get the required mission for the nearest fusion lair");
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registerCommand("hide", 100, hideCommand, "hide yourself from the global player map");
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registerCommand("unhide", 100, unhideCommand, "un-hide yourself from the global player map");
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}
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void ChatManager::registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr, std::string help) {
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