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Implement NPC spawning.
Protected by a simplified GM system. Either everyone is a GM (local servers) or nobody is (public servers).
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@@ -92,7 +92,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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loginSessions[sock].characters[UID].z = charInfo.iZ;
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loginSessions[sock].characters[UID].PCStyle = charInfo.sPC_Style;
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loginSessions[sock].characters[UID].PCStyle2 = charInfo.sPC_Style2;
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loginSessions[sock].characters[UID].IsGM = false;
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loginSessions[sock].characters[UID].IsGM = settings::GM;
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for (int i = 0; i < AEQUIP_COUNT; i++) {
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// setup equips
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@@ -227,7 +227,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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loginSessions[sock].characters[UID].Equip[2].iType = 2;
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loginSessions[sock].characters[UID].Equip[3].iID = character->sOn_Item.iEquipFootID; // foot!
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loginSessions[sock].characters[UID].Equip[3].iType = 3;
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loginSessions[sock].characters[UID].IsGM = false;
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loginSessions[sock].characters[UID].IsGM = settings::GM;
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sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_CREATE_SUCC, sizeof(sP_LS2CL_REP_CHAR_CREATE_SUCC));
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break;
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