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Mostly done with global base scaling work, dev tooling and various other works
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+14
-14
@@ -179,20 +179,20 @@ protected:
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void ResetState(); // Set state back to original
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void RandomSpawn(bool send_packet = false); //spawn this ground spawn at a random place
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Object_Struct m_data; // Packet data
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EQEmu::ItemInstance* m_inst; // Item representing object
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bool m_inuse; // Currently in use by a client?
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uint32 m_id; // Database key, different than drop_id
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uint32 m_type; // Object Type, ie, forge, oven, dropped item, etc (ref: ContainerUseTypes)
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uint32 m_icon; // Icon to use for forge, oven, etc
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float m_max_x;
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float m_max_y;
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float m_min_x;
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float m_min_y;
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float m_z;
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float m_heading;
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bool m_ground_spawn;
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char m_display_name[64];
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Object_Struct m_data; // Packet data
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EQEmu::ItemInstance *m_inst; // Item representing object
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bool m_inuse; // Currently in use by a client?
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uint32 m_id; // Database key, different than drop_id
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uint32 m_type; // Object Type, ie, forge, oven, dropped item, etc (ref: ContainerUseTypes)
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uint32 m_icon; // Icon to use for forge, oven, etc
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float m_max_x;
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float m_max_y;
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float m_min_x;
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float m_min_y;
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float m_z;
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float m_heading;
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bool m_ground_spawn;
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char m_display_name[64];
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std::map<std::string, std::string> o_EntityVariables;
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