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If compiled for Academy, do not spawn NPCs in the Future zone
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@ -44,6 +44,11 @@ void TableData::init() {
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for (nlohmann::json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
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for (nlohmann::json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
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auto npc = _npc.value();
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auto npc = _npc.value();
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int instanceID = npc.find("mapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["mapNum"];
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int instanceID = npc.find("mapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["mapNum"];
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#ifdef ACADEMY
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// do not spawn NPCs in the future
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if (npc["x"] > 512000 && npc["y"] < 256000)
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continue;
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#endif
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BaseNPC *tmp = new BaseNPC(npc["x"], npc["y"], npc["z"], npc["angle"], instanceID, npc["id"], nextId);
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BaseNPC *tmp = new BaseNPC(npc["x"], npc["y"], npc["z"], npc["angle"], instanceID, npc["id"], nextId);
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NPCManager::NPCs[nextId] = tmp;
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NPCManager::NPCs[nextId] = tmp;
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@ -262,6 +267,12 @@ void TableData::init() {
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auto td = NPCManager::NPCData[(int)npc["iNPCType"]];
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auto td = NPCManager::NPCData[(int)npc["iNPCType"]];
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uint64_t instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
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uint64_t instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
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#ifdef ACADEMY
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// do not spawn NPCs in the future
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if (npc["iX"] > 512000 && npc["iY"] < 256000)
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continue;
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#endif
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Mob *tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], td, nextId);
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Mob *tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], td, nextId);
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NPCManager::NPCs[nextId] = tmp;
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NPCManager::NPCs[nextId] = tmp;
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@ -278,6 +289,12 @@ void TableData::init() {
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auto td = NPCManager::NPCData[(int)leader["iNPCType"]];
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auto td = NPCManager::NPCData[(int)leader["iNPCType"]];
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uint64_t instanceID = leader.find("iMapNum") == leader.end() ? INSTANCE_OVERWORLD : (int)leader["iMapNum"];
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uint64_t instanceID = leader.find("iMapNum") == leader.end() ? INSTANCE_OVERWORLD : (int)leader["iMapNum"];
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#ifdef ACADEMY
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// do not spawn NPCs in the future
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if (leader["iX"] > 512000 && leader["iY"] < 256000)
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continue;
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#endif
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Mob* tmp = new Mob(leader["iX"], leader["iY"], leader["iZ"], leader["iAngle"], instanceID, leader["iNPCType"], td, nextId);
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Mob* tmp = new Mob(leader["iX"], leader["iY"], leader["iZ"], leader["iAngle"], instanceID, leader["iNPCType"], td, nextId);
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NPCManager::NPCs[nextId] = tmp;
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NPCManager::NPCs[nextId] = tmp;
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