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Stub npcBarkHandler for now
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@ -144,22 +144,7 @@ void NPCManager::updatePlayerNPCS(CNSocket* sock, PlayerView& view) {
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PlayerManager::players[sock].viewableNPCs = view.viewableNPCs;
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}
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void NPCManager::npcBarkHandler(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_BARKER* bark = (sP_CL2FE_REQ_BARKER*)data->buf;
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PlayerView& plr = PlayerManager::players[sock];
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INITSTRUCT(sP_FE2CL_REP_BARKER, resp);
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resp.iMissionStringID = bark->iMissionTaskID;
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resp.iNPC_ID = bark->iNPC_ID;
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// Send bark to other players.
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for (CNSocket* otherSock : plr.viewable) {
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otherSock->sendPacket((void*)&resp, P_FE2CL_REP_BARKER, sizeof(sP_FE2CL_REP_BARKER));
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}
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// Then ourself.
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sock->sendPacket((void*)&resp, P_FE2CL_REP_BARKER, sizeof(sP_FE2CL_REP_BARKER));
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}
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void NPCManager::npcBarkHandler(CNSocket* sock, CNPacketData* data) {} // stubbed for now
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void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_NPC_SUMMON))
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