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Stubbed buddy warping
After testing warping a lot I saw how buggy it is. I decided to stub it for this PR and work on it in a later PR.
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@ -4,7 +4,10 @@
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#include "PlayerManager.hpp"
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#include "BuddyManager.hpp"
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#include <iostream>
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#include <chrono>
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#include <algorithm>
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#include <thread>
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void BuddyManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_REQUEST_MAKE_BUDDY, requestBuddy);
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@ -73,8 +76,6 @@ void BuddyManager::reqBuddyByName(CNSocket* sock, CNPacketData* data) {
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}
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}
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PlayerView& plr = PlayerManager::players[otherSock];
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resp.iPCUID = plrReq->PCStyle.iPC_UID;
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resp.iNameCheckFlag = plrReq->PCStyle.iNameCheck;
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@ -312,30 +313,7 @@ void BuddyManager::reqBuddyDelete(CNSocket* sock, CNPacketData* data) {
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}
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//Warping to buddy
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void BuddyManager::reqBuddyWarp(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_BUDDY_WARP))
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return; //malformed packet
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sP_CL2FE_REQ_PC_BUDDY_WARP* pkt = (sP_CL2FE_REQ_PC_BUDDY_WARP*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_BUDDY_WARP_OTHER_SHARD_SUCC, resp);
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resp.iBuddyPCUID = pkt->iBuddyPCUID;
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CNSocket* otherSock = sock;
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for (auto pair : PlayerManager::players) {
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if (pair.second.plr->PCStyle.iPC_UID == pkt->iBuddyPCUID) {
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otherSock = pair.first;
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}
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}
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Player* buddy = PlayerManager::getPlayer(otherSock);
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PlayerManager::updatePlayerPosition(sock, buddy->x, buddy->y, buddy->z);
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_BUDDY_WARP_OTHER_SHARD_SUCC, sizeof(sP_FE2CL_REP_PC_BUDDY_WARP_OTHER_SHARD_SUCC));
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}
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void BuddyManager::reqBuddyWarp(CNSocket* sock, CNPacketData* data) {} //stub
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#pragma region Helper methods
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