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Trap converted to use xyz_location as m_Position instead of x, y, z
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@ -11699,29 +11699,29 @@ void Client::Handle_OP_SenseTraps(const EQApplicationPacket *app)
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int uskill = GetSkill(SkillSenseTraps);
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if ((MakeRandomInt(0, 99) + uskill) >= (MakeRandomInt(0, 99) + trap->skill*0.75))
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{
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float xdif = trap->x - GetX();
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float ydif = trap->y - GetY();
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if (xdif == 0 && ydif == 0)
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auto diff = trap->m_Position - GetPosition();
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if (diff.m_X == 0 && diff.m_Y == 0)
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Message(MT_Skills, "You sense a trap right under your feet!");
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else if (xdif > 10 && ydif > 10)
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else if (diff.m_X > 10 && diff.m_Y > 10)
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Message(MT_Skills, "You sense a trap to the NorthWest.");
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else if (xdif < -10 && ydif > 10)
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else if (diff.m_X < -10 && diff.m_Y > 10)
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Message(MT_Skills, "You sense a trap to the NorthEast.");
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else if (ydif > 10)
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else if (diff.m_Y > 10)
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Message(MT_Skills, "You sense a trap to the North.");
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else if (xdif > 10 && ydif < -10)
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else if (diff.m_X > 10 && diff.m_Y < -10)
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Message(MT_Skills, "You sense a trap to the SouthWest.");
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else if (xdif < -10 && ydif < -10)
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else if (diff.m_X < -10 && diff.m_Y < -10)
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Message(MT_Skills, "You sense a trap to the SouthEast.");
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else if (ydif < -10)
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else if (diff.m_Y < -10)
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Message(MT_Skills, "You sense a trap to the South.");
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else if (xdif > 10)
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else if (diff.m_X > 10)
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Message(MT_Skills, "You sense a trap to the West.");
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else
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Message(MT_Skills, "You sense a trap to the East.");
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trap->detected = true;
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float angle = CalculateHeadingToTarget(trap->x, trap->y);
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float angle = CalculateHeadingToTarget(trap->m_Position.m_X, trap->m_Position.m_Y);
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if (angle < 0)
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angle = (256 + angle);
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@ -68,7 +68,7 @@ Entity::Entity()
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Entity::~Entity()
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{
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}
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Client *Entity::CastToClient()
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@ -493,14 +493,14 @@ void EntityList::MobProcess()
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while (it != mob_list.end()) {
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uint16 id = it->first;
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Mob *mob = it->second;
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size_t sz = mob_list.size();
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bool p_val = mob->Process();
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size_t a_sz = mob_list.size();
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if(a_sz > sz) {
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//increased size can potentially screw with iterators so reset it to current value
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//if buckets are re-orderered we may skip a process here and there but since
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//if buckets are re-orderered we may skip a process here and there but since
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//process happens so often it shouldn't matter much
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it = mob_list.find(id);
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++it;
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@ -3106,33 +3106,25 @@ void EntityList::OpenDoorsNear(NPC *who)
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void EntityList::SendAlarm(Trap *trap, Mob *currenttarget, uint8 kos)
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{
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float val2 = trap->effectvalue * trap->effectvalue;
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float preSquareDistance = trap->effectvalue * trap->effectvalue;
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auto it = npc_list.begin();
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while (it != npc_list.end()) {
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for (auto it = npc_list.begin();it != npc_list.end(); ++it) {
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NPC *cur = it->second;
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float curdist = 0;
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float tmp = cur->GetX() - trap->x;
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curdist += tmp*tmp;
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tmp = cur->GetY() - trap->y;
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curdist += tmp*tmp;
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tmp = cur->GetZ() - trap->z;
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curdist += tmp*tmp;
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if (!cur->GetOwner() &&
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/*!cur->CastToMob()->dead && */
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!cur->IsEngaged() &&
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curdist <= val2 )
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{
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if (kos) {
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uint8 factioncon = currenttarget->GetReverseFactionCon(cur);
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if (factioncon == FACTION_THREATENLY || factioncon == FACTION_SCOWLS) {
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cur->AddToHateList(currenttarget,1);
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}
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} else {
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auto diff = cur->GetPosition() - trap->m_Position;
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float curdist = diff.m_X * diff.m_X + diff.m_Y * diff.m_Y + diff.m_Z * diff.m_Z;
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if (cur->GetOwner() || cur->IsEngaged() || curdist > preSquareDistance )
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continue;
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if (kos) {
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uint8 factioncon = currenttarget->GetReverseFactionCon(cur);
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if (factioncon == FACTION_THREATENLY || factioncon == FACTION_SCOWLS) {
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cur->AddToHateList(currenttarget,1);
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}
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}
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++it;
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}
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else
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cur->AddToHateList(currenttarget,1);
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}
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}
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@ -3636,7 +3628,7 @@ int16 EntityList::CountTempPets(Mob *owner)
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}
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++it;
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}
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owner->SetTempPetCount(count);
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return count;
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@ -67,6 +67,16 @@ const xyz_heading xyz_heading::operator -(const xyz_location& rhs) const{
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return xyz_heading(m_X - rhs.m_X, m_Y - rhs.m_Y, m_Z - rhs.m_Z, m_Heading);
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}
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void xyz_heading::ABS_XYZ(void) {
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if (m_X < 0)
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m_X = -m_X;
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if (m_Y < 0)
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m_Y = -m_Y;
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if (m_Z < 0)
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m_Z = -m_Z;
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}
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xyz_location::xyz_location(float x, float y, float z) :
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m_X(x),
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@ -74,6 +74,7 @@ public:
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const xyz_heading operator -(const xyz_location& rhs) const;
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void ABS_XYZ();
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bool isOrigin() const { return m_X == 0.0f && m_Y == 0.0f && m_Z == 0.0f;}
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};
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@ -50,12 +50,10 @@ CREATE TABLE traps (
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Trap::Trap() :
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Entity(),
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respawn_timer(600000),
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chkarea_timer(500)
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chkarea_timer(500),
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m_Position(xyz_location::Origin())
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{
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trap_id = 0;
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x = 0;
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y = 0;
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z = 0;
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maxzdiff = 0;
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radius = 0;
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effect = 0;
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@ -145,8 +143,8 @@ void Trap::Trigger(Mob* trigger)
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if ((tmp = database.GetNPCType(effectvalue)))
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{
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auto randomOffset = xyz_heading(-5 + MakeRandomInt(0, 10),-5 + MakeRandomInt(0, 10),-5 + MakeRandomInt(0, 10), MakeRandomInt(0, 249));
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auto position = randomOffset + xyz_location(x, y, z);
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NPC* new_npc = new NPC(tmp, nullptr, position, FlyMode3);
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auto spawnPosition = randomOffset + m_Position;
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NPC* new_npc = new NPC(tmp, nullptr, spawnPosition, FlyMode3);
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new_npc->AddLootTable();
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entity_list.AddNPC(new_npc);
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new_npc->AddToHateList(trigger,1);
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@ -168,8 +166,8 @@ void Trap::Trigger(Mob* trigger)
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if ((tmp = database.GetNPCType(effectvalue)))
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{
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auto randomOffset = xyz_heading(-2 + MakeRandomInt(0, 5), -2 + MakeRandomInt(0, 5), -2 + MakeRandomInt(0, 5), MakeRandomInt(0, 249));
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auto position = randomOffset + xyz_location(x, y, z);
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NPC* new_npc = new NPC(tmp, nullptr, position, FlyMode3);
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auto spawnPosition = randomOffset + m_Position;
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NPC* new_npc = new NPC(tmp, nullptr, spawnPosition, FlyMode3);
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new_npc->AddLootTable();
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entity_list.AddNPC(new_npc);
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new_npc->AddToHateList(trigger,1);
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@ -212,55 +210,47 @@ Trap* EntityList::FindNearbyTrap(Mob* searcher, float max_dist) {
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float max_dist2 = max_dist*max_dist;
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Trap *cur;
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auto it = trap_list.begin();
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while (it != trap_list.end()) {
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cur = it->second;
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if(!cur->disarmed) {
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float curdist = 0;
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float tmp = searcher->GetX() - cur->x;
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curdist += tmp*tmp;
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tmp = searcher->GetY() - cur->y;
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curdist += tmp*tmp;
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tmp = searcher->GetZ() - cur->z;
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curdist += tmp*tmp;
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if (curdist < max_dist2 && curdist < dist)
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{
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dist = curdist;
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current_trap = cur;
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}
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}
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++it;
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for (auto it = trap_list.begin(); it != trap_list.end(); ++it) {
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cur = it->second;
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if(cur->disarmed)
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continue;
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auto diff = searcher->GetPosition() - cur->m_Position;
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float curdist = diff.m_X * diff.m_X + diff.m_Y * diff.m_Y + diff.m_Z * diff.m_Z;
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if (curdist < max_dist2 && curdist < dist)
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{
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dist = curdist;
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current_trap = cur;
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}
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}
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return current_trap;
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}
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Mob* EntityList::GetTrapTrigger(Trap* trap) {
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Mob* savemob = 0;
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float xdiff, ydiff, zdiff;
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float maxdist = trap->radius * trap->radius;
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auto it = client_list.begin();
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while (it != client_list.end()) {
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for (auto it = client_list.begin(); it != client_list.end(); ++it) {
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Client* cur = it->second;
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zdiff = cur->GetZ() - trap->z;
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if(zdiff < 0)
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zdiff = 0 - zdiff;
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xdiff = cur->GetX() - trap->x;
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ydiff = cur->GetY() - trap->y;
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if ((xdiff*xdiff + ydiff*ydiff) <= maxdist
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&& zdiff < trap->maxzdiff)
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auto diff = cur->GetPosition() - trap->m_Position;
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diff.ABS_XYZ();
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if ((diff.m_X*diff.m_X + diff.m_Y*diff.m_Y) <= maxdist
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&& diff.m_Z < trap->maxzdiff)
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{
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if (MakeRandomInt(0,100) < trap->chance)
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return(cur);
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return cur;
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else
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savemob = cur;
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}
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++it;
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}
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return savemob;
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}
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@ -279,9 +269,7 @@ bool ZoneDatabase::LoadTraps(const char* zonename, int16 version) {
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for (auto row = results.begin(); row != results.end(); ++row) {
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Trap* trap = new Trap();
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trap->trap_id = atoi(row[0]);
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trap->x = atof(row[1]);
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trap->y = atof(row[2]);
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trap->z = atof(row[3]);
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trap->m_Position = xyz_location(atof(row[1]), atof(row[2]), atof(row[3]));
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trap->effect = atoi(row[4]);
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trap->effectvalue = atoi(row[5]);
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trap->effectvalue2 = atoi(row[6]);
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@ -322,7 +310,7 @@ void Trap::CreateHiddenTrigger()
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make_npc->trackable = 0;
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make_npc->level = level;
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strcpy(make_npc->special_abilities, "19,1^20,1^24,1^25,1");
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NPC* npca = new NPC(make_npc, nullptr, xyz_heading(x, y, z, 0.0f), FlyMode3);
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NPC* npca = new NPC(make_npc, nullptr, xyz_heading(m_Position, 0.0f), FlyMode3);
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npca->GiveNPCTypeData(make_npc);
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entity_list.AddNPC(npca);
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@ -53,9 +53,7 @@ public:
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Timer respawn_timer; //Respawn Time when Trap's been disarmed
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Timer chkarea_timer;
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uint32 trap_id; //Database ID of trap
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float x; //X position
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float y; //Y position
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float z; //Z position
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xyz_location m_Position;
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float maxzdiff; //maximum z diff to be triggerable
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float radius; //radius around trap to be triggerable
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uint8 chance; //%chance that the trap is triggered each 'tick'
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