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3 Commits
refactor
...
bd0cc3c212
| Author | SHA1 | Date | |
|---|---|---|---|
| bd0cc3c212 | |||
| c636c538eb | |||
| d3bef95a7f |
@@ -69,31 +69,41 @@ static void setValuePlayer(CNSocket* sock, CNPacketData* data) {
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// Handle serverside value-changes
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switch (setData->iSetValueType) {
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case 1:
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plr->HP = setData->iSetValue;
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case CN_GM_SET_VALUE_TYPE__HP:
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response.iSetValue = plr->HP = setData->iSetValue;
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break;
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case 2:
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case CN_GM_SET_VALUE_TYPE__WEAPON_BATTERY :
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plr->batteryW = setData->iSetValue;
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// caps
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if (plr->batteryW > 9999)
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plr->batteryW = 9999;
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response.iSetValue = plr->batteryW;
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break;
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case 3:
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case CN_GM_SET_VALUE_TYPE__NANO_BATTERY:
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plr->batteryN = setData->iSetValue;
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// caps
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if (plr->batteryN > 9999)
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plr->batteryN = 9999;
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response.iSetValue = plr->batteryN;
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break;
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case 4:
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case CN_GM_SET_VALUE_TYPE__FUSION_MATTER:
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Missions::updateFusionMatter(sock, setData->iSetValue - plr->fusionmatter);
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response.iSetValue = plr->fusionmatter;
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break;
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case 5:
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plr->money = setData->iSetValue;
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case CN_GM_SET_VALUE_TYPE__CANDY:
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response.iSetValue = plr->money = setData->iSetValue;
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break;
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case CN_GM_SET_VALUE_TYPE__SPEED:
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case CN_GM_SET_VALUE_TYPE__JUMP:
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response.iSetValue = setData->iSetValue;
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break;
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}
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response.iPC_ID = setData->iPC_ID;
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response.iSetValue = setData->iSetValue;
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response.iSetValueType = setData->iSetValueType;
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sock->sendPacket(response, P_FE2CL_GM_REP_PC_SET_VALUE);
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@@ -358,23 +358,19 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
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int angle = (plr->angle + 180) % 360;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, npc->instanceID, angle);
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// if it's a gruntwork NPC, rotate in-place
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if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) != TableData::RunningMobs.end()) {
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, npc->instanceID, angle);
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bool isGruntworkNpc = true;
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Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
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+ std::to_string(npc->appearanceData.iNPC_ID));
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} else {
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// add a rotation entry to the gruntwork file, unless it's already a gruntwork NPC
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if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) == TableData::RunningMobs.end()) {
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TableData::RunningNPCRotations[npc->appearanceData.iNPC_ID] = angle;
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Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC "
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+ std::to_string(npc->appearanceData.iNPC_ID));
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isGruntworkNpc = false;
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}
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// update rotation clientside
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INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
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pkt.NPCAppearanceData = npc->appearanceData;
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sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
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Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) +
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" for " + (isGruntworkNpc ? "gruntwork " : "") + "NPC " + std::to_string(npc->appearanceData.iNPC_ID));
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// update rotation clientside by refreshing the player's chunks (same as the /refresh command)
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PlayerManager::updatePlayerPositionForWarp(sock, plr->x, plr->y, plr->z, plr->instanceID);
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}
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static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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