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Merge branch 'master' of https://github.com/EQEmu/Server
This commit is contained in:
commit
21b6001351
@ -17,13 +17,13 @@
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*/
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#include "../common/debug.h"
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#include "masterentity.h"
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#include "../common/item.h"
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#include "../common/linked_list.h"
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#include "../common/string_util.h"
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#include <math.h>
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#include <assert.h>
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#include "worldserver.h"
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#include "client.h"
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#include "entity.h"
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#include "horse.h"
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#include "mob.h"
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std::map<uint16, const NPCType *> Horse::horse_types;
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LinkedList<NPCType *> horses_auto_delete;
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@ -18,11 +18,15 @@ Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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#ifndef HORSES_H
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#define HORSES_H
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#include "../common/debug.h"
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#include "npc.h"
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#include <map>
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class Client;
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class Mob;
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struct NPCType;
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struct NewSpawn_Struct;
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class Horse : public NPC {
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public:
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Horse(Client *owner, uint16 spell_id, float x, float y, float z, float heading);
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@ -15,15 +15,20 @@
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "../common/debug.h"
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#include <stdio.h>
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#include <iostream>
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#include <stdlib.h>
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#include "npc.h"
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#include "masterentity.h"
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#include "zonedb.h"
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#include "../common/loottable.h"
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#include "../common/misc_functions.h"
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#include "client.h"
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#include "entity.h"
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#include "mob.h"
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#include "npc.h"
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#include "zonedb.h"
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#include <iostream>
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#include <stdlib.h>
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#ifdef _WINDOWS
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#define snprintf _snprintf
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#endif
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@ -1,15 +1,15 @@
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#include "../common/debug.h"
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#include "../common/misc_functions.h"
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#include "map.h"
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#include "raycast_mesh.h"
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#include "zone.h"
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#include <stdint.h>
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#include <algorithm>
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#include <locale>
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#include <vector>
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#include <map>
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#include <memory>
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#include <tuple>
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#include <map>
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#include <vector>
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#include <zlib.h>
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uint32 InflateData(const char* buffer, uint32 len, char* out_buffer, uint32 out_len_max) {
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@ -23,7 +23,6 @@
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#define ZONE_MAP_H
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#include <stdio.h>
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#include <string>
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#define BEST_Z_INVALID -99999
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@ -1,17 +1,17 @@
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//Trumpcard: EntityLists are composed of multiple list types. This is the
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//master that includes all types. When entity.h is required, many of these are as well.
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#include "beacon.h"
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#include "client.h"
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#include "corpse.h"
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#include "doors.h"
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#include "entity.h"
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#include "groups.h"
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#include "horse.h"
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#include "mob.h"
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#include "object.h"
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#include "raids.h"
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#include "client.h"
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#include "object.h"
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#include "corpse.h"
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#include "doors.h"
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#include "mob.h"
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#include "trap.h"
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#include "beacon.h"
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#include "horse.h"
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#ifdef BOTS
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#include "bot.h"
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13
zone/merc.h
13
zone/merc.h
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#ifndef MERC_H
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#define MERC_H
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#include "mob.h"
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#include "zonedb.h"
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#include "npc.h"
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class Client;
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class Corpse;
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class Group;
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class Mob;
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class Raid;
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struct Item_Struct;
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struct MercTemplate;
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struct NPCType;
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struct NewSpawn_Struct;
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#define MERC_DEBUG 0
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#define MAXMERCS 1
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#define TANK 1
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