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https://github.com/OpenFusionProject/OpenFusion.git
synced 2026-01-21 14:20:26 +00:00
[refactor] BaseNPC now uses Entity XYZ fields for handling positions
- fixed many references to Entity.appearanceData.i[XYZ] to use the base Entity XYZ values - BaseNPC::enterIntoViewOf grabs the position from the base Entity XYZ values - NPCManager::updateNPCPosition updates the base Entity XYZ values - MobAI.c/deadStep() also sends it's packet based on the Entity XYZ values
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@@ -321,9 +321,9 @@ static void toggleAiCommand(std::string full, std::vector<std::string>& args, CN
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// mobs with static paths can chill where they are
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if (mob->staticPath) {
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mob->roamX = mob->appearanceData.iX;
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mob->roamY = mob->appearanceData.iY;
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mob->roamZ = mob->appearanceData.iZ;
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mob->roamX = mob->x;
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mob->roamY = mob->y;
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mob->roamZ = mob->z;
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} else {
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mob->roamX = mob->spawnX;
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mob->roamY = mob->spawnY;
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@@ -343,11 +343,11 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
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}
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int angle = (plr->angle + 180) % 360;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, npc->instanceID, angle);
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, npc->instanceID, angle);
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// if it's a gruntwork NPC, rotate in-place
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if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) != TableData::RunningMobs.end()) {
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, npc->instanceID, angle);
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, npc->instanceID, angle);
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Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
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+ std::to_string(npc->appearanceData.iNPC_ID));
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@@ -435,7 +435,7 @@ static void npcInstanceCommand(std::string full, std::vector<std::string>& args,
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Chat::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->appearanceData.iNPC_ID) + " to instance " + std::to_string(instance));
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TableData::RunningNPCMapNumbers[npc->appearanceData.iNPC_ID] = instance;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, instance, npc->appearanceData.iAngle);
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, instance, npc->appearanceData.iAngle);
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}
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static void minfoCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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@@ -666,9 +666,9 @@ static void whoisCommand(std::string full, std::vector<std::string>& args, CNSoc
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Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->appearanceData.iHP));
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Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->appearanceData.iConditionBitFlag));
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Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->type));
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Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->appearanceData.iX));
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Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->appearanceData.iY));
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Chat::sendServerMessage(sock, "[WHOIS] Z: " + std::to_string(npc->appearanceData.iZ));
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Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x));
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Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));
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Chat::sendServerMessage(sock, "[WHOIS] Z: " + std::to_string(npc->z));
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Chat::sendServerMessage(sock, "[WHOIS] Angle: " + std::to_string(npc->appearanceData.iAngle));
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std::string chunkPosition = std::to_string(std::get<0>(npc->chunkPos)) + ", " + std::to_string(std::get<1>(npc->chunkPos)) + ", " + std::to_string(std::get<2>(npc->chunkPos));
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Chat::sendServerMessage(sock, "[WHOIS] Chunk: {" + chunkPosition + "}");
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