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Groups, Group Nano powers and Revive (#129)
* Initial Group Implementation * Request/refuse/join and leave groups. * Chat into groups. * Get status updates on every group member each tick. * Owner leaving the group destroys the entire group. * Added more nano powers * Revive for both variants work. * Many nano powers now have a group variant working. * Enemy checks for aggro before retreating. * Enemies keep aggro on dead players with revive nanos out. * Further Nano powers + Bugfixes * Infection damage now relies on bitcondition flags. * Antidote power now works. * Improved how groups handle leaving players. * Fixed mob aggro range. * Group Healing is now functional. * Possibly fixed the player being unselectable bug. * Fixed indentations. * Dismiss nano when starting a MSS ride * Sneak, Invisibility and Bugfixes * Sneak and invisibility affect mob aggro. * Possibly bugfixed equips not showing to other players. * Aggro checking is less likely to cause nullptr related crashes. * Group PR cleanup. * Made sure to label all hacky workarounds * Implemented the Antidote nano power the right way * Cleaned up the way various little things are written Didn't have the opportunity to actually test groups. Co-authored-by: CakeLancelot <CakeLancelot@users.noreply.github.com> Co-authored-by: CPunch <sethtstubbs@gmail.com> Co-authored-by: dongresource <dongresource@protonmail.com>
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@@ -1,4 +1,5 @@
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#include "Database.hpp"
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#include "Database.hpp"
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#include "contrib/bcrypt/BCrypt.hpp"
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#include "CNProtocol.hpp"
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#include <string>
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@@ -456,7 +457,6 @@ Player Database::DbToPlayer(DbPlayer player) {
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result.equippedNanos[1] = player.Nano2;
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result.equippedNanos[2] = player.Nano3;
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result.dotDamage = false;
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result.inCombat = false;
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result.iWarpLocationFlag = player.WarpLocationFlag;
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