mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2026-01-11 19:20:14 +00:00
[refactor] Remove the word 'Manager' from most source files/namespaces
ChatManager -> Chat MissionManager -> Missions NanoManager -> Nanos TransportManager -> Transport ChunkManager -> Chunking BuddyManager -> Buddies GroupManager -> Groups RacingManager -> Racing ItemManager -> Items NPCManager and PlayerManager remain. Note: You can use git log --follow src/file.cpp to trace the history of a file from before it was renamed.
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@@ -1,13 +1,13 @@
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#include "NPCManager.hpp"
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#include "ItemManager.hpp"
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#include "Items.hpp"
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#include "settings.hpp"
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#include "Combat.hpp"
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#include "MissionManager.hpp"
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#include "ChunkManager.hpp"
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#include "NanoManager.hpp"
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#include "Missions.hpp"
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#include "Chunking.hpp"
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#include "Nanos.hpp"
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#include "TableData.hpp"
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#include "GroupManager.hpp"
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#include "RacingManager.hpp"
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#include "Groups.hpp"
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#include "Racing.hpp"
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#include "Vendor.hpp"
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#include "Abilities.hpp"
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@@ -49,16 +49,16 @@ void NPCManager::destroyNPC(int32_t id) {
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BaseNPC* entity = NPCs[id];
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// sanity check
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if (!ChunkManager::chunkExists(entity->chunkPos)) {
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if (!Chunking::chunkExists(entity->chunkPos)) {
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std::cout << "chunk not found!" << std::endl;
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return;
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}
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// remove NPC from the chunk
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ChunkManager::untrackNPC(entity->chunkPos, id);
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Chunking::untrackNPC(entity->chunkPos, id);
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// remove from viewable chunks
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ChunkManager::removeNPCFromChunks(ChunkManager::getViewableChunks(entity->chunkPos), id);
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Chunking::removeNPCFromChunks(Chunking::getViewableChunks(entity->chunkPos), id);
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// remove from mob manager
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if (MobAI::Mobs.find(id) != MobAI::Mobs.end())
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@@ -78,14 +78,14 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I,
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BaseNPC* npc = NPCs[id];
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npc->appearanceData.iAngle = angle;
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ChunkPos oldChunk = npc->chunkPos;
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ChunkPos newChunk = ChunkManager::chunkPosAt(X, Y, I);
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ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I);
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npc->appearanceData.iX = X;
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npc->appearanceData.iY = Y;
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npc->appearanceData.iZ = Z;
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npc->instanceID = I;
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if (oldChunk == newChunk)
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return; // didn't change chunks
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ChunkManager::updateNPCChunk(id, oldChunk, newChunk);
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Chunking::updateNPCChunk(id, oldChunk, newChunk);
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}
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void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) {
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@@ -104,7 +104,7 @@ static void npcBarkHandler(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_BARKER* req = (sP_CL2FE_REQ_BARKER*)data->buf;
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// get bark IDs from task data
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TaskData* td = MissionManager::Tasks[req->iMissionTaskID];
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TaskData* td = Missions::Tasks[req->iMissionTaskID];
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std::vector<int> barks;
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for (int i = 0; i < 4; i++) {
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if (td->task["m_iHBarkerTextID"][i] != 0) // non-zeroes only
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@@ -204,7 +204,7 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
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// if warp requires you to be on a mission, it's gotta be a unique instance
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if (Warps[warpId].limitTaskID != 0 || instanceID == 14) { // 14 is a special case for the Time Lab
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instanceID += ((uint64_t)plr->iIDGroup << 32); // upper 32 bits are leader ID
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ChunkManager::createInstance(instanceID);
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Chunking::createInstance(instanceID);
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// save Lair entrance coords as a pseudo-Resurrect 'Em
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plr->recallX = Warps[warpId].x;
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@@ -261,18 +261,18 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
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resp.eIL = 4; // do not take away any items
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uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
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plr->instanceID = INSTANCE_OVERWORLD;
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MissionManager::failInstancedMissions(sock); // fail any instanced missions
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Missions::failInstancedMissions(sock); // fail any instanced missions
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
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ChunkManager::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
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Chunking::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
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PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle);
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// remove the player's ongoing race, if any
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if (RacingManager::EPRaces.find(sock) != RacingManager::EPRaces.end())
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RacingManager::EPRaces.erase(sock);
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if (Racing::EPRaces.find(sock) != Racing::EPRaces.end())
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Racing::EPRaces.erase(sock);
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// post-warp: check if the source instance has no more players in it and delete it if so
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ChunkManager::destroyInstanceIfEmpty(fromInstance);
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Chunking::destroyInstanceIfEmpty(fromInstance);
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}
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}
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@@ -316,8 +316,8 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int durati
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Player* plr = PlayerManager::getPlayer(sock);
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
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int bitFlag = GroupManager::getGroupFlags(otherPlr);
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int CBFlag = NanoManager::applyBuff(sock, skillId, 1, 3, bitFlag);
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int bitFlag = Groups::getGroupFlags(otherPlr);
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int CBFlag = Nanos::applyBuff(sock, skillId, 1, 3, bitFlag);
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size_t resplen;
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@@ -339,7 +339,7 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int durati
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memset(respbuf, 0, resplen);
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skill->eCT = 1;
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skill->iID = plr->iID;
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skill->iDamage = PC_MAXHEALTH(plr->level) * NanoManager::SkillTable[skillId].powerIntensity[0] / 1000;
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skill->iDamage = PC_MAXHEALTH(plr->level) * Nanos::SkillTable[skillId].powerIntensity[0] / 1000;
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plr->HP -= skill->iDamage;
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if (plr->HP < 0)
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plr->HP = 0;
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@@ -349,7 +349,7 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int durati
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memset(respbuf, 0, resplen);
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skill->eCT = 1;
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skill->iID = plr->iID;
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skill->iHealHP = PC_MAXHEALTH(plr->level) * NanoManager::SkillTable[skillId].powerIntensity[0] / 1000;
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skill->iHealHP = PC_MAXHEALTH(plr->level) * Nanos::SkillTable[skillId].powerIntensity[0] / 1000;
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plr->HP += skill->iHealHP;
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if (plr->HP > PC_MAXHEALTH(plr->level))
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plr->HP = PC_MAXHEALTH(plr->level);
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@@ -364,7 +364,7 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int durati
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skillUse->iNPC_ID = eggId;
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skillUse->iSkillID = skillId;
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skillUse->eST = NanoManager::SkillTable[skillId].skillType;
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skillUse->eST = Nanos::SkillTable[skillId].skillType;
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skillUse->iTargetCnt = 1;
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sock->sendPacket((void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
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@@ -397,8 +397,8 @@ static void eggStep(CNServer* serv, time_t currTime) {
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Player* plr = PlayerManager::getPlayer(sock);
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
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int groupFlags = GroupManager::getGroupFlags(otherPlr);
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for (auto& pwr : NanoManager::NanoPowers) {
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int groupFlags = Groups::getGroupFlags(otherPlr);
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for (auto& pwr : Nanos::NanoPowers) {
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if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff
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INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp);
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resp.eCSTB = pwr.timeBuffID;
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@@ -422,7 +422,7 @@ static void eggStep(CNServer* serv, time_t currTime) {
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// check dead eggs and eggs in inactive chunks
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for (auto egg : Eggs) {
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if (!egg.second->dead || !ChunkManager::inPopulatedChunks(egg.second->viewableChunks))
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if (!egg.second->dead || !Chunking::inPopulatedChunks(egg.second->viewableChunks))
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continue;
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if (egg.second->deadUntil <= timeStamp) {
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// respawn it
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@@ -430,7 +430,7 @@ static void eggStep(CNServer* serv, time_t currTime) {
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egg.second->deadUntil = 0;
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egg.second->appearanceData.iHP = 400;
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ChunkManager::addNPCToChunks(ChunkManager::getViewableChunks(egg.second->chunkPos), egg.first);
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Chunking::addNPCToChunks(Chunking::getViewableChunks(egg.second->chunkPos), egg.first);
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}
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}
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@@ -525,7 +525,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
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reward->iFatigue_Level = 1;
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reward->iItemCnt = 1; // remember to update resplen if you change this
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int slot = ItemManager::findFreeSlot(plr);
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int slot = Items::findFreeSlot(plr);
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// no space for drop
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if (slot != -1) {
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@@ -546,7 +546,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
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if (egg->summoned)
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destroyNPC(eggId);
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else {
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ChunkManager::removeNPCFromChunks(ChunkManager::getViewableChunks(egg->chunkPos), eggId);
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Chunking::removeNPCFromChunks(Chunking::getViewableChunks(egg->chunkPos), eggId);
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egg->dead = true;
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egg->deadUntil = getTime() + (time_t)type->regen * 1000;
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egg->appearanceData.iHP = 0;
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