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Colliding NPC IID quickfix
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parent
5f10718315
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@ -15,6 +15,8 @@ std::vector<WarpLocation> NPCManager::RespawnPoints;
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void NPCManager::init() {
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// load NPCs from NPCs.json into our NPC manager
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// Temporary fix, IDs will be pulled from json later
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int i;
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try {
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std::ifstream inFile(settings::NPCJSON);
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@ -25,6 +27,11 @@ void NPCManager::init() {
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for (nlohmann::json::iterator npc = npcData.begin(); npc != npcData.end(); npc++) {
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BaseNPC tmp(npc.value()["x"], npc.value()["y"], npc.value()["z"], npc.value()["id"]);
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// Temporary fix, IDs will be pulled from json later
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tmp.appearanceData.iNPC_ID = i;
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i++;
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NPCs[tmp.appearanceData.iNPC_ID] = tmp;
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if (npc.value()["id"] == 641 || npc.value()["id"] == 642)
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@ -48,6 +55,10 @@ void NPCManager::init() {
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BaseNPC tmp(npc.value()["iX"], npc.value()["iY"], npc.value()["iZ"], npc.value()["iNPCType"],
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npc.value()["iHP"], npc.value()["iConditionBitFlag"], npc.value()["iAngle"], npc.value()["iBarkerType"]);
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// Temporary fix, IDs will be pulled from json later
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tmp.appearanceData.iNPC_ID = i;
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i++;
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NPCs[tmp.appearanceData.iNPC_ID] = tmp;
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}
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