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Add #grid show comand to display a targeted NPCs grid points visually
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+44
-2
@@ -985,6 +985,49 @@ bool NPC::SpawnZoneController(){
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return true;
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}
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NPC * NPC::SpawnGridNodeNPC(std::string name, const glm::vec4 &position, uint32 grid_id, uint32 grid_number, uint32 pause) {
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auto npc_type = new NPCType;
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memset(npc_type, 0, sizeof(NPCType));
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sprintf(npc_type->name, "(%s)_%u", name.c_str(), grid_number);
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sprintf(npc_type->lastname, "Number: %u Grid: %u Pause: %u", grid_number, grid_id, pause);
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npc_type->cur_hp = 4000000;
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npc_type->max_hp = 4000000;
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npc_type->race = 2254;
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npc_type->gender = 2;
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npc_type->class_ = 9;
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npc_type->deity = 1;
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npc_type->level = 200;
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npc_type->npc_id = 0;
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npc_type->loottable_id = 0;
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npc_type->texture = 1;
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npc_type->light = 1;
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npc_type->size = 3;
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npc_type->runspeed = 0;
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npc_type->d_melee_texture1 = 1;
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npc_type->d_melee_texture2 = 1;
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npc_type->merchanttype = 1;
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npc_type->bodytype = 1;
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npc_type->show_name = true;
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npc_type->STR = 150;
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npc_type->STA = 150;
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npc_type->DEX = 150;
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npc_type->AGI = 150;
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npc_type->INT = 150;
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npc_type->WIS = 150;
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npc_type->CHA = 150;
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npc_type->findable = true;
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auto node_position = glm::vec4(position.x, position.y, position.z, position.w);
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auto npc = new NPC(npc_type, nullptr, node_position, FlyMode1);
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npc->GiveNPCTypeData(npc_type);
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entity_list.AddNPC(npc, true, true);
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return npc;
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}
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NPC* NPC::SpawnNPC(const char* spawncommand, const glm::vec4& position, Client* client) {
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if(spawncommand == 0 || spawncommand[0] == 0) {
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return 0;
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@@ -2715,5 +2758,4 @@ void NPC::ModifyStatsOnCharm(bool bRemoved)
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// the rest of the stats aren't cached, so lets just do these two instead of full CalcBonuses()
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SetAttackTimer();
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CalcAC();
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}
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}
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