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Players can now see eachother fight monsters.
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@ -15,6 +15,7 @@ void CombatManager::init() {
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void CombatManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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void CombatManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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sP_CL2FE_REQ_PC_ATTACK_NPCs* pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf;
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sP_CL2FE_REQ_PC_ATTACK_NPCs* pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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// sanity check
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// sanity check
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if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs), pkt->iNPCCnt, sizeof(int32_t), data->size)) {
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if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs), pkt->iNPCCnt, sizeof(int32_t), data->size)) {
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@ -66,6 +67,20 @@ void CombatManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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}
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}
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sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen);
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sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen);
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// a bit of a hack: these are the same size, so we can reuse the output packet
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assert(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_NPCs));
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sP_FE2CL_PC_ATTACK_NPCs *resp1 = (sP_FE2CL_PC_ATTACK_NPCs*)respbuf;
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resp1->iPC_ID = plr->iID;
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// send to other players
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for (CNSocket *s : PlayerManager::players[sock].viewable) {
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if (s == sock)
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continue;
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s->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs, resplen);
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}
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}
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}
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void CombatManager::combatBegin(CNSocket *sock, CNPacketData *data) {} // stub
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void CombatManager::combatBegin(CNSocket *sock, CNPacketData *data) {} // stub
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