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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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@@ -911,3 +911,16 @@ void ItemManager::setItemStats(Player* plr) {
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plr->defense += itemStatsDat->defense;
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}
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}
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// HACK: work around the invisible weapon bug
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void ItemManager::updateEquips(CNSocket* sock, Player* plr) {
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for (int i = 0; i < 4; i++) {
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INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, resp);
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resp.iPC_ID = plr->iID;
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resp.iEquipSlotNum = i;
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resp.EquipSlotItem = plr->Equip[i];
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PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
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}
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}
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