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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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@@ -69,5 +69,6 @@ namespace PlayerManager {
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bool isAccountInUse(int accountId);
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void exitDuplicate(int accountId);
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void setSpecialState(CNSocket* sock, CNPacketData* data);
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CNSocket* getSockFromID(int32_t iID);
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Player *getPlayerFromID(int32_t iID);
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CNSocket *getSockFromID(int32_t iID);
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}
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