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https://github.com/OpenFusionProject/OpenFusion.git
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Remove redundant Mob map
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@@ -92,12 +92,20 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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resp->iNPCCnt = pkt->iNPCCnt;
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for (int i = 0; i < data->trCnt; i++) {
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if (MobAI::Mobs.find(targets[i]) == MobAI::Mobs.end()) {
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if (NPCManager::NPCs.find(targets[i]) == NPCManager::NPCs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl;
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std::cout << "[WARN] pcAttackNpcs: NPC ID not found" << std::endl;
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return;
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}
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Mob *mob = MobAI::Mobs[targets[i]];
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BaseNPC* npc = NPCManager::NPCs[targets[i]];
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if (npc->type != EntityType::MOB) {
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std::cout << "[WARN] pcAttackNpcs: NPC is not a mob" << std::endl;
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return;
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}
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Mob* mob = (Mob*)npc;
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std::pair<int,int> damage;
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@@ -436,12 +444,19 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
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respdata[i].iHP = target->HP;
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respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
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} else { // eCT == 4; attack mob
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if (MobAI::Mobs.find(pktdata[i*2]) == MobAI::Mobs.end()) {
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if (NPCManager::NPCs.find(pktdata[i*2]) == NPCManager::NPCs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl;
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std::cout << "[WARN] pcAttackChars: NPC ID not found" << std::endl;
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return;
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}
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Mob *mob = MobAI::Mobs[pktdata[i*2]];
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BaseNPC* npc = NPCManager::NPCs[pktdata[i * 2]];
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if (npc->type != EntityType::MOB) {
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std::cout << "[WARN] pcAttackChars: NPC is not a mob" << std::endl;
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return;
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}
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Mob* mob = (Mob*)npc;
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std::pair<int,int> damage;
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@@ -636,13 +651,19 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
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Bullet* bullet = &Bullets[plr->iID][pkt->iBulletID];
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for (int i = 0; i < pkt->iTargetCnt; i++) {
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if (MobAI::Mobs.find(pktdata[i]) == MobAI::Mobs.end()) {
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if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] projectileHit: mob ID not found" << std::endl;
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std::cout << "[WARN] projectileHit: NPC ID not found" << std::endl;
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return;
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}
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Mob* mob = MobAI::Mobs[pktdata[i]];
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BaseNPC* npc = NPCManager::NPCs[pktdata[i]];
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if (npc->type != EntityType::MOB) {
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std::cout << "[WARN] projectileHit: NPC is not a mob" << std::endl;
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return;
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}
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Mob* mob = (Mob*)npc;
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std::pair<int, int> damage;
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damage.first = pkt->iTargetCnt > 1 ? bullet->groupDamage : bullet->pointDamage;
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