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[Commands] Modify #grid and #wp. (#1399)
- #grid add will no longer let you put in a duplicate grid. - Grid nodes now spawn with invul/immune to damage. - Grid nodes now set an entity variable "grid_id" on spawn. - This allows grid nodes to be specifically despawned by "grid_id" entity variable, meaning you can view multiple grids at once and not despawn them all accidentally. - #grid hide will despawn your targeted NPC's Grid nodes. - #grid add, #grid show, #grid delete, and #grid hide send messages to let GM know what's going on. - #wp add and #wp delete now send messages to let the GM know what's going on. - #wpadd now send messages to let the GM know what's going on.
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@@ -114,7 +114,7 @@ public:
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virtual ~NPC();
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static NPC *SpawnNodeNPC(std::string name, std::string last_name, const glm::vec4 &position);
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static void SpawnGridNodeNPC(const glm::vec4 &position, int32 grid_number, int32 zoffset);
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static void SpawnGridNodeNPC(const glm::vec4 &position, int32 grid_id, int32 grid_number, int32 zoffset);
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static void SpawnZonePointNodeNPC(std::string name, const glm::vec4 &position);
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//abstract virtual function implementations requird by base abstract class
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