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Use the chunk's visibility lists when respawning mobs.
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@ -158,15 +158,14 @@ void MobManager::deadStep(Mob *mob, time_t currTime) {
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pkt.NPCAppearanceData = mob->appearanceData;
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// FIXME: use the chunk's visibility list, when that becomes a thing
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for (auto& pair : PlayerManager::players) {
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Player *plr = pair.second.plr;
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auto chunk = ChunkManager::grabChunk(mob->appearanceData.iX, mob->appearanceData.iY);
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auto chunks = ChunkManager::grabChunks(chunk);
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int diffX = abs(plr->x - mob->appearanceData.iX);
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int diffY = abs(plr->y - mob->appearanceData.iY);
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if (diffX < settings::PLAYERDISTANCE && diffY < settings::PLAYERDISTANCE)
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pair.first->sendPacket(&pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
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// notify all nearby players
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for (Chunk *chunk : chunks) {
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for (CNSocket *s : chunk->players) {
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s->sendPacket(&pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
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}
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}
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}
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