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156
zone/mob.cpp
156
zone/mob.cpp
@ -40,81 +40,82 @@ extern EntityList entity_list;
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extern Zone* zone;
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extern WorldServer worldserver;
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Mob::Mob(const char* in_name,
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const char* in_lastname,
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int32 in_cur_hp,
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int32 in_max_hp,
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uint8 in_gender,
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uint16 in_race,
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uint8 in_class,
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bodyType in_bodytype,
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uint8 in_deity,
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uint8 in_level,
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uint32 in_npctype_id,
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float in_size,
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float in_runspeed,
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const glm::vec4& position,
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uint8 in_light,
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uint8 in_texture,
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uint8 in_helmtexture,
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uint16 in_ac,
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uint16 in_atk,
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uint16 in_str,
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uint16 in_sta,
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uint16 in_dex,
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uint16 in_agi,
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uint16 in_int,
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uint16 in_wis,
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uint16 in_cha,
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uint8 in_haircolor,
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uint8 in_beardcolor,
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uint8 in_eyecolor1, // the eyecolors always seem to be the same, maybe left and right eye?
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uint8 in_eyecolor2,
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uint8 in_hairstyle,
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uint8 in_luclinface,
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uint8 in_beard,
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uint32 in_drakkin_heritage,
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uint32 in_drakkin_tattoo,
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uint32 in_drakkin_details,
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EQEmu::TintProfile in_armor_tint,
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uint8 in_aa_title,
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uint8 in_see_invis, // see through invis/ivu
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uint8 in_see_invis_undead,
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uint8 in_see_hide,
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uint8 in_see_improved_hide,
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int32 in_hp_regen,
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int32 in_mana_regen,
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uint8 in_qglobal,
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uint8 in_maxlevel,
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uint32 in_scalerate,
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uint8 in_armtexture,
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uint8 in_bracertexture,
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uint8 in_handtexture,
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uint8 in_legtexture,
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uint8 in_feettexture
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) :
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attack_timer(2000),
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attack_dw_timer(2000),
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ranged_timer(2000),
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tic_timer(6000),
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mana_timer(2000),
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spellend_timer(0),
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rewind_timer(30000),
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bindwound_timer(10000),
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stunned_timer(0),
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spun_timer(0),
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bardsong_timer(6000),
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gravity_timer(1000),
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viral_timer(0),
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m_FearWalkTarget(-999999.0f, -999999.0f, -999999.0f),
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flee_timer(FLEE_CHECK_TIMER),
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m_Position(position),
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tmHidden(-1),
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mitigation_ac(0),
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m_specialattacks(eSpecialAttacks::None),
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attack_anim_timer(1000),
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position_update_melee_push_timer(500),
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hate_list_cleanup_timer(6000)
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Mob::Mob(
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const char *in_name,
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const char *in_lastname,
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int32 in_cur_hp,
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int32 in_max_hp,
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uint8 in_gender,
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uint16 in_race,
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uint8 in_class,
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bodyType in_bodytype,
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uint8 in_deity,
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uint8 in_level,
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uint32 in_npctype_id,
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float in_size,
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float in_runspeed,
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const glm::vec4 &position,
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uint8 in_light,
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uint8 in_texture,
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uint8 in_helmtexture,
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uint16 in_ac,
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uint16 in_atk,
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uint16 in_str,
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uint16 in_sta,
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uint16 in_dex,
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uint16 in_agi,
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uint16 in_int,
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uint16 in_wis,
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uint16 in_cha,
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uint8 in_haircolor,
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uint8 in_beardcolor,
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uint8 in_eyecolor1, // the eyecolors always seem to be the same, maybe left and right eye?
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uint8 in_eyecolor2,
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uint8 in_hairstyle,
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uint8 in_luclinface,
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uint8 in_beard,
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uint32 in_drakkin_heritage,
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uint32 in_drakkin_tattoo,
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uint32 in_drakkin_details,
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EQEmu::TintProfile in_armor_tint,
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uint8 in_aa_title,
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uint8 in_see_invis, // see through invis/ivu
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uint8 in_see_invis_undead,
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uint8 in_see_hide,
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uint8 in_see_improved_hide,
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int32 in_hp_regen,
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int32 in_mana_regen,
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uint8 in_qglobal,
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uint8 in_maxlevel,
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uint32 in_scalerate,
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uint8 in_armtexture,
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uint8 in_bracertexture,
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uint8 in_handtexture,
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uint8 in_legtexture,
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uint8 in_feettexture
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) :
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attack_timer(2000),
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attack_dw_timer(2000),
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ranged_timer(2000),
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tic_timer(6000),
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mana_timer(2000),
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spellend_timer(0),
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rewind_timer(30000),
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bindwound_timer(10000),
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stunned_timer(0),
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spun_timer(0),
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bardsong_timer(6000),
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gravity_timer(1000),
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viral_timer(0),
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m_FearWalkTarget(-999999.0f, -999999.0f, -999999.0f),
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flee_timer(FLEE_CHECK_TIMER),
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m_Position(position),
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tmHidden(-1),
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mitigation_ac(0),
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m_specialattacks(eSpecialAttacks::None),
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attack_anim_timer(1000),
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position_update_melee_push_timer(500),
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hate_list_cleanup_timer(6000)
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{
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mMovementManager = &MobMovementManager::Get();
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mMovementManager->AddMob(this);
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@ -122,8 +123,6 @@ Mob::Mob(const char* in_name,
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targeted = 0;
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currently_fleeing = false;
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currently_fleeing = false;
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AI_Init();
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SetMoving(false);
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moved = false;
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@ -161,6 +160,7 @@ Mob::Mob(const char* in_name,
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// neotokyo: sanity check
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if (runspeed < 0 || runspeed > 20) {
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runspeed = 1.25f;
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}
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// clients -- todo movement this doesn't take into account gm speed we need to fix that.
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@ -393,7 +393,7 @@ Mob::Mob(const char* in_name,
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rooted = false;
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charmed = false;
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has_virus = false;
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for (i = 0; i < MAX_SPELL_TRIGGER * 2; i++) {
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for (int i = 0; i < MAX_SPELL_TRIGGER * 2; i++) {
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viral_spells[i] = 0;
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}
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