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Add ProcessOnAllFriendlies
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@ -56,16 +56,57 @@ Aura::Aura(NPCType *type_data, Mob *owner, AuraRecord &record)
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}
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}
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}
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}
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void Aura::ProcessOnAllFriendlies(Mob *owner)
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{
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Shout("Stub 1");
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}
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Mob *Aura::GetOwner()
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Mob *Aura::GetOwner()
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{
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{
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return entity_list.GetMob(m_owner);
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return entity_list.GetMob(m_owner);
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}
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}
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// not 100% sure how this one should work and PVP affects ...
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void Aura::ProcessOnAllFriendlies(Mob *owner)
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{
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auto &mob_list = entity_list.GetMobList(); // read only reference so we can do it all inline
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std::set<int> delayed_remove;
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bool is_buff = IsBuffSpell(spell_id); // non-buff spells don't cast on enter
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for (auto &e : mob_list) {
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auto mob = e.second;
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if (mob->IsClient() || mob->IsPetOwnerClient() || mob->IsMerc()) {
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auto it = casted_on.find(mob->GetID());
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if (it != casted_on.end()) { // we are already on the list, let's check for removal
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if (DistanceSquared(GetPosition(), mob->GetPosition()) > distance)
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delayed_remove.insert(mob->GetID());
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} else { // not on list, lets check if we're in range
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if (DistanceSquared(GetPosition(), mob->GetPosition()) <= distance) {
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casted_on.insert(mob->GetID());
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if (is_buff)
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SpellFinished(spell_id, mob);
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}
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}
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}
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}
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for (auto &e : delayed_remove) {
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auto mob = entity_list.GetMob(e);
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if (mob != nullptr && is_buff) // some auras cast instant spells so no need to remove
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mob->BuffFadeBySpellIDAndCaster(spell_id, GetID());
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casted_on.erase(e);
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}
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// so if we have a cast timer and our set isn't empty and timer is disabled we need to enable it
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if (cast_timer.GetDuration() > 0 && !cast_timer.Enabled() && !casted_on.empty())
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cast_timer.Start();
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if (!cast_timer.Enabled() || !cast_timer.Check())
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return;
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for (auto &e : casted_on) {
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auto mob = entity_list.GetMob(e);
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if (mob != nullptr)
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SpellFinished(spell_id, mob);
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}
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}
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void Aura::ProcessOnAllGroupMembers(Mob *owner)
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void Aura::ProcessOnAllGroupMembers(Mob *owner)
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{
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{
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auto &mob_list = entity_list.GetMobList(); // read only reference so we can do it all inline
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auto &mob_list = entity_list.GetMobList(); // read only reference so we can do it all inline
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