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Comment spawn struct for RoF2
These should change anything, just useful comments for clean up
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@ -4276,19 +4276,19 @@ namespace RoF2
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VARSTRUCT_ENCODE_STRING(Buffer, emu->lastName);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0); // aatitle ??
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0); // aatitle
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->NPC ? 0 : 1); // unknown - Must be 1 for guild name to be shown abover players head.
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, 0); // unknown
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, 0); // TempPet
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->petOwnerId);
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, 0); // unknown13
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, 0); // FindBits MQ2 name
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->PlayerState);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0); // unknown15
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0); // unknown16
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0); // unknown17
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0xffffffff); // unknown18
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0xffffffff); // unknown19
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0); // NpcTintIndex
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0); // PrimaryTintIndex
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0); // SecondaryTintIndex
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0xffffffff); // These do something with OP_WeaponEquip1
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0xffffffff); // ^
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if ((emu->NPC == 0) || (emu->race <= 12) || (emu->race == 128) || (emu->race == 130) || (emu->race == 330) || (emu->race == 522))
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{
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@ -4358,10 +4358,11 @@ namespace RoF2
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Buffer += 8;
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->IsMercenary);
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VARSTRUCT_ENCODE_STRING(Buffer, "0000000000000000");
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0xffffffff);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0xffffffff);
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VARSTRUCT_ENCODE_STRING(Buffer, "0000000000000000"); // RealEstateItemGuid
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0xffffffff); // RealEstateID
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0xffffffff); // RealEstateItemID
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// 29 zero bytes follow
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// PhysicsEffects follow here ... unsure what they are but it's a count followed by a struct like {spellid, casterid, effectid, baseeffect}
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Buffer += 29;
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if (Buffer != (BufferStart + PacketSize))
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{
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@ -328,6 +328,7 @@ showeq -> eqemu
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sed -e 's/_t//g' -e 's/seto_0xFF/set_to_0xFF/g'
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*/
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// I think this is actually 5 bytes
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struct Spawn_Struct_Bitfields
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{
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/*00*/ unsigned gender:2; // Gender (0=male, 1=female, 2=monster)
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@ -337,7 +338,7 @@ struct Spawn_Struct_Bitfields
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/*06*/ unsigned gm:1;
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/*06*/ unsigned sneak:1;
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/*08*/ unsigned lfg:1;
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/*09*/ unsigned unknown09:1;
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/*09*/ unsigned betabuffed:1;
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/*10*/ unsigned invis:1; // May have invis & sneak the wrong way around ... not sure how to tell which is which
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/*11*/ unsigned invis1:1; // GM Invis? Can only be seen with #gm on - same for the below
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/*12*/ unsigned invis2:1; // This one also make the NPC/PC invis
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@ -354,12 +355,24 @@ struct Spawn_Struct_Bitfields
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/*23*/ unsigned showhelm:1;
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/*24*/ unsigned unknown24:1; // Prefixes name with !
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/*25*/ unsigned trader:1;
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/*26*/ unsigned unknown26:1;
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/*26*/ unsigned animationonpop:1;
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/*27*/ unsigned targetable:1;
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/*28*/ unsigned targetable_with_hotkey:1;
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/*29*/ unsigned showname:1;
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/*30*/ unsigned unknown30:1;
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/*30*/ unsigned idleanimationsoff:1;
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/*30*/ unsigned untargetable:1; // Untargetable with mouse
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/* do these later
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31 unsigned bclickthrough:1;
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32 unsigned unknown32:1;
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33 unsigned buyer:1;
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34 unsigned offline:1;
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35 unsigned interactiveobject:1;
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36 unsigned flung:1; // hmm this vfunc appears to do stuff with lev and flung variables
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37 unsigned title:1;
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38 unsigned suffix:1;
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39 padding
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40 padding
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*/
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/*
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// Unknown in RoF2
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unsigned betabuffed:1;
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@ -498,7 +511,7 @@ struct Spawn_Struct
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/*0000*/ //char title[0]; // only read if(hasTitleOrSuffix & 4)
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/*0000*/ //char suffix[0]; // only read if(hasTitleOrSuffix & 8)
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char unknown20[8];
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char unknown20[8]; // 2 ints, first unknown, 2nd SplineID
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uint8 IsMercenary; // If NPC == 1 and this == 1, then the NPC name is Orange.
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/*0000*/ char unknown21[55];
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};
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