mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-12-21 19:40:39 +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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@@ -1,15 +1,15 @@
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#include "PlayerManager.hpp"
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#include "NPCManager.hpp"
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#include "CNShardServer.hpp"
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#include "MissionManager.hpp"
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#include "ItemManager.hpp"
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#include "NanoManager.hpp"
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#include "GroupManager.hpp"
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#include "ChatManager.hpp"
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#include "Missions.hpp"
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#include "Items.hpp"
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#include "Nanos.hpp"
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#include "Groups.hpp"
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#include "Chat.hpp"
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#include "db/Database.hpp"
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#include "BuddyManager.hpp"
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#include "Buddies.hpp"
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#include "Combat.hpp"
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#include "RacingManager.hpp"
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#include "Racing.hpp"
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#include "BuiltinCommands.hpp"
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#include "Abilities.hpp"
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@@ -44,20 +44,20 @@ void PlayerManager::removePlayer(CNSocket* key) {
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Player* plr = getPlayer(key);
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uint64_t fromInstance = plr->instanceID;
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GroupManager::groupKickPlayer(plr);
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Groups::groupKickPlayer(plr);
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// remove player's bullets
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Combat::Bullets.erase(plr->iID);
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// remove player's ongoing race, if it exists
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RacingManager::EPRaces.erase(key);
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Racing::EPRaces.erase(key);
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// save player to DB
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Database::updatePlayer(plr);
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// remove player visually and untrack
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ChunkManager::removePlayerFromChunks(ChunkManager::getViewableChunks(plr->chunkPos), key);
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ChunkManager::untrackPlayer(plr->chunkPos, key);
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Chunking::removePlayerFromChunks(Chunking::getViewableChunks(plr->chunkPos), key);
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Chunking::untrackPlayer(plr->chunkPos, key);
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std::cout << getPlayerName(plr) << " has left!" << std::endl;
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@@ -67,7 +67,7 @@ void PlayerManager::removePlayer(CNSocket* key) {
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players.erase(key);
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// if the player was in a lair, clean it up
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ChunkManager::destroyInstanceIfEmpty(fromInstance);
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Chunking::destroyInstanceIfEmpty(fromInstance);
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// remove player's buffs from the server
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auto it = NPCManager::EggBuffs.begin();
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@@ -86,14 +86,14 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, ui
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Player* plr = getPlayer(sock);
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plr->angle = angle;
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ChunkPos oldChunk = plr->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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plr->x = X;
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plr->y = Y;
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plr->z = Z;
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plr->instanceID = I;
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if (oldChunk == newChunk)
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return; // didn't change chunks
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ChunkManager::updatePlayerChunk(sock, oldChunk, newChunk);
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Chunking::updatePlayerChunk(sock, oldChunk, newChunk);
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}
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void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I) {
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@@ -108,7 +108,7 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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plr->lastAngle = plr->angle;
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}
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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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uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
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@@ -127,8 +127,8 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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INITSTRUCT(sP_FE2CL_INSTANCE_MAP_INFO, pkt);
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pkt.iInstanceMapNum = (int32_t)MAPNUM(I); // lower 32 bits are mapnum
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if (I != fromInstance // do not retransmit MAP_INFO on recall
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&& RacingManager::EPData.find(pkt.iInstanceMapNum) != RacingManager::EPData.end()) {
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EPInfo* ep = &RacingManager::EPData[pkt.iInstanceMapNum];
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&& Racing::EPData.find(pkt.iInstanceMapNum) != Racing::EPData.end()) {
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EPInfo* ep = &Racing::EPData[pkt.iInstanceMapNum];
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pkt.iEP_ID = ep->EPID;
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pkt.iMapCoordX_Min = ep->zoneX * 51200;
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pkt.iMapCoordX_Max = (ep->zoneX + 1) * 51200;
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@@ -146,16 +146,16 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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pkt2.iY = Y;
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pkt2.iZ = Z;
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sock->sendPacket((void*)&pkt2, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_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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updatePlayerPosition(sock, X, Y, Z, I, plr->angle);
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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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// clean up EPRaces if we were likely in an IZ and left
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if (fromInstance != INSTANCE_OVERWORLD && fromInstance != I
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&& RacingManager::EPRaces.find(sock) != RacingManager::EPRaces.end())
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RacingManager::EPRaces.erase(sock);
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&& Racing::EPRaces.find(sock) != Racing::EPRaces.end())
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Racing::EPRaces.erase(sock);
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}
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void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
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@@ -266,7 +266,7 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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if (plr.tasks[i] == 0)
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break;
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response.PCLoadData2CL.aRunningQuest[i].m_aCurrTaskID = plr.tasks[i];
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TaskData &task = *MissionManager::Tasks[plr.tasks[i]];
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TaskData &task = *Missions::Tasks[plr.tasks[i]];
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for (int j = 0; j < 3; j++) {
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response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCID[j] = (int)task["m_iCSUEnemyID"][j];
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response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr.RemainingNPCCount[i][j];
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@@ -307,25 +307,25 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_ENTER_SUCC, sizeof(sP_FE2CL_REP_PC_ENTER_SUCC));
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// transmit MOTD after entering the game, so the client hopefully changes modes on time
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ChatManager::sendServerMessage(sock, settings::MOTDSTRING);
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Chat::sendServerMessage(sock, settings::MOTDSTRING);
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addPlayer(sock, plr);
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// check if there is an expiring vehicle
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ItemManager::checkItemExpire(sock, getPlayer(sock));
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Items::checkItemExpire(sock, getPlayer(sock));
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// set player equip stats
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ItemManager::setItemStats(getPlayer(sock));
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Items::setItemStats(getPlayer(sock));
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MissionManager::failInstancedMissions(sock);
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Missions::failInstancedMissions(sock);
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sendNanoBookSubset(sock);
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// initial buddy sync
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BuddyManager::refreshBuddyList(sock);
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Buddies::refreshBuddyList(sock);
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for (auto& pair : players)
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if (pair.second->notify)
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ChatManager::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined.");
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Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined.");
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}
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void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {
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@@ -411,7 +411,7 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
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// nano revive
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plr->Nanos[plr->activeNano].iStamina = 0;
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plr->HP = PC_MAXHEALTH(plr->level);
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NanoManager::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
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Nanos::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
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} else if (reviveData->iRegenType == 4) {
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plr->HP = PC_MAXHEALTH(plr->level);
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} else {
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@@ -471,7 +471,7 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
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Player *otherPlr = getPlayerFromID(plr->iIDGroup);
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if (otherPlr != nullptr) {
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int bitFlag = GroupManager::getGroupFlags(otherPlr);
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int bitFlag = Groups::getGroupFlags(otherPlr);
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resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag;
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resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState;
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@@ -484,7 +484,7 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
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if (!move)
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return;
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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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updatePlayerPosition(sock, x, y, z, plr->instanceID, plr->angle);
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}
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@@ -512,7 +512,7 @@ static void enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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if (expired) {
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plr->toRemoveVehicle.eIL = 0;
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plr->toRemoveVehicle.iSlotNum = 8;
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ItemManager::checkItemExpire(sock, plr);
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Items::checkItemExpire(sock, plr);
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}
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}
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}
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@@ -558,11 +558,11 @@ static void changePlayerGuide(CNSocket *sock, CNPacketData *data) {
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// remove all active missions
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for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
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if (plr->tasks[i] != 0)
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MissionManager::quitTask(sock, plr->tasks[i], true);
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Missions::quitTask(sock, plr->tasks[i], true);
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}
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// start Blossom nano mission if applicable
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MissionManager::updateFusionMatter(sock, 0);
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Missions::updateFusionMatter(sock, 0);
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}
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// save it on player
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plr->mentor = pkt->iMentor;
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