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https://github.com/OpenFusionProject/OpenFusion.git
synced 2026-02-11 14:50:03 +00:00
[refactor] Continue work on switching over to new sendPacket() wrapper
I also moved the give nano GM command to BuiltinCommands, and added a perms check Haven't checked the following files yet: Eggs Groups Missions MobAI
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@@ -110,7 +110,7 @@ static void npcBarkHandler(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_REP_BARKER, resp);
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resp.iNPC_ID = req->iNPC_ID;
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resp.iMissionStringID = barks[rand() % barks.size()];
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sock->sendPacket((void*)&resp, P_FE2CL_REP_BARKER, sizeof(sP_FE2CL_REP_BARKER));
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sock->sendPacket(resp, P_FE2CL_REP_BARKER);
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}
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static void npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
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@@ -148,7 +148,7 @@ BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type,
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}
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static void npcSummonHandler(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_NPC_SUMMON* req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf;
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auto req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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int limit = NPCData.back()["m_iNpcNumber"];
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@@ -175,13 +175,13 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
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// send to self
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off);
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sock->sendPacket((void*)&off, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
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sock->sendPacket(off, P_FE2CL_PC_VEHICLE_OFF_SUCC);
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// send to others
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg);
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chg.iPC_ID = plr->iID;
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chg.iState = plr->iPCState;
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PlayerManager::sendToViewable(sock, (void*)&chg, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
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PlayerManager::sendToViewable(sock, chg, P_FE2CL_PC_STATE_CHANGE);
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}
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// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
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@@ -225,13 +225,13 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
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// send to self
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off);
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sockTo->sendPacket((void*)&off, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
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sockTo->sendPacket(off, P_FE2CL_PC_VEHICLE_OFF_SUCC);
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// send to others
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg);
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chg.iPC_ID = otherPlr->iID;
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chg.iState = otherPlr->iPCState;
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PlayerManager::sendToViewable(sockTo, (void*)&chg, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
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PlayerManager::sendToViewable(sockTo, chg, P_FE2CL_PC_STATE_CHANGE);
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}
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PlayerManager::sendPlayerTo(sockTo, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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@@ -249,7 +249,7 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
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uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
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plr->instanceID = INSTANCE_OVERWORLD;
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Missions::failInstancedMissions(sock); // fail any instanced missions
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
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sock->sendPacket(resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC);
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Chunking::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
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PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle);
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@@ -264,7 +264,7 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
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}
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static void npcWarpHandler(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_WARP_USE_NPC* warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf;
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auto warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf;
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handleWarp(sock, warpNpc->iWarpID);
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}
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