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Merge pull request #395 from noudess/master
Some illusions and some NPC gear not showing up on zone-in & initial spawn if in zone when it occurs
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commit
41f3b721d6
@ -47,6 +47,8 @@
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#define IKSAR 128
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#define VAHSHIR 130
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#define CONTROLLED_BOAT 141
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#define MINOR_ILL_OBJ 142
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#define TREE 143
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#define IKSAR_SKELETON 161
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#define FROGLOK 330
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#define FROGLOK2 74 // Not sure why /who all reports race as 74 for frogloks
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@ -618,6 +618,7 @@ void EntityList::AddNPC(NPC *npc, bool SendSpawnPacket, bool dontqueue)
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EQApplicationPacket *app = new EQApplicationPacket;
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npc->CreateSpawnPacket(app, npc);
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QueueClients(npc, app);
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npc->SendArmorAppearance();
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safe_delete(app);
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} else {
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NewSpawn_Struct *ns = new NewSpawn_Struct;
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@ -726,10 +727,16 @@ void EntityList::CheckSpawnQueue()
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EQApplicationPacket *outapp = 0;
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iterator.Reset();
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NewSpawn_Struct *ns;
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while(iterator.MoreElements()) {
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outapp = new EQApplicationPacket;
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Mob::CreateSpawnPacket(outapp, iterator.GetData());
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ns = iterator.GetData();
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Mob::CreateSpawnPacket(outapp, ns);
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QueueClients(0, outapp);
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auto it = npc_list.find(ns->spawn.spawnId);
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NPC *pnpc = it->second;
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pnpc->SendArmorAppearance();
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safe_delete(outapp);
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iterator.RemoveCurrent();
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}
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@ -1149,19 +1156,39 @@ void EntityList::SendZoneSpawnsBulk(Client *client)
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NewSpawn_Struct ns;
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Mob *spawn;
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uint32 maxspawns = 100;
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EQApplicationPacket *app;
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if (maxspawns > mob_list.size())
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maxspawns = mob_list.size();
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BulkZoneSpawnPacket *bzsp = new BulkZoneSpawnPacket(client, maxspawns);
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int32 race=-1;
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for (auto it = mob_list.begin(); it != mob_list.end(); ++it) {
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spawn = it->second;
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if (spawn && spawn->InZone()) {
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if (spawn->IsClient() && (spawn->CastToClient()->GMHideMe(client) ||
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spawn->CastToClient()->IsHoveringForRespawn()))
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continue;
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memset(&ns, 0, sizeof(NewSpawn_Struct));
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spawn->FillSpawnStruct(&ns, client);
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bzsp->AddSpawn(&ns);
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race = spawn->GetRace();
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// Illusion races on PCs don't work as a mass spawn
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// But they will work as an add_spawn AFTER CLIENT_CONNECTED.
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if (spawn->IsClient() && (race == MINOR_ILL_OBJ || race == TREE)) {
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app = new EQApplicationPacket;
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spawn->CreateSpawnPacket(app);
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client->QueuePacket(app, true, Client::CLIENT_CONNECTED);
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safe_delete(app);
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}
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else {
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memset(&ns, 0, sizeof(NewSpawn_Struct));
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spawn->FillSpawnStruct(&ns, client);
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bzsp->AddSpawn(&ns);
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}
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// Despite being sent in the OP_ZoneSpawns packet, the client
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// does not display worn armor correctly so display it.
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spawn->SendArmorAppearance(client);
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}
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}
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safe_delete(bzsp);
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40
zone/mob.cpp
40
zone/mob.cpp
@ -2552,7 +2552,35 @@ uint32 NPC::GetEquipment(uint8 material_slot) const
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return equipment[invslot];
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}
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void Mob::SendWearChange(uint8 material_slot)
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void Mob::SendArmorAppearance(Client *one_client)
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{
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// one_client of 0 means sent to all clients
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//
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// Despite the fact that OP_NewSpawn and OP_ZoneSpawns include the
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// armor being worn and its mats, the client doesn't update the display
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// on arrival of these packets reliably.
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//
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// Send Wear changes if mob is a PC race and item is an armor slot.
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// The other packets work for primary/secondary.
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if (IsPlayerRace(race))
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{
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if (!IsClient())
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{
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const Item_Struct *item;
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for (int i=0; i< 7 ; ++i)
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{
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item=database.GetItem(GetEquipment(i));
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if (item != 0)
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{
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SendWearChange(i,one_client);
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}
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}
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}
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}
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}
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void Mob::SendWearChange(uint8 material_slot, Client *one_client)
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{
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_WearChange, sizeof(WearChange_Struct));
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WearChange_Struct* wc = (WearChange_Struct*)outapp->pBuffer;
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@ -2564,7 +2592,15 @@ void Mob::SendWearChange(uint8 material_slot)
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wc->color.Color = GetEquipmentColor(material_slot);
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wc->wear_slot_id = material_slot;
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entity_list.QueueClients(this, outapp);
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if (!one_client)
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{
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entity_list.QueueClients(this, outapp);
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}
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else
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{
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one_client->QueuePacket(outapp, false, Client::CLIENT_CONNECTED);
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}
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safe_delete(outapp);
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}
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@ -171,7 +171,8 @@ public:
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void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5,
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Client *specific_target=nullptr);
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void SendTargetable(bool on, Client *specific_target = nullptr);
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virtual void SendWearChange(uint8 material_slot);
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virtual void SendArmorAppearance(Client *one_client = nullptr);
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virtual void SendWearChange(uint8 material_slot, Client *one_client = nullptr);
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virtual void SendTextureWC(uint8 slot, uint16 texture, uint32 hero_forge_model = 0, uint32 elite_material = 0,
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uint32 unknown06 = 0, uint32 unknown18 = 0);
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virtual void SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uint8 blue_tint);
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