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Add proximity show to devtools
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+40
-7
@@ -1037,22 +1037,50 @@ NPC * NPC::SpawnGridNodeNPC(std::string name, const glm::vec4 &position, uint32
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npc_type->light = 1;
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npc_type->size = 1;
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npc_type->runspeed = 0;
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npc_type->merchanttype = 1;
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npc_type->bodytype = 1;
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npc_type->show_name = true;
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npc_type->findable = true;
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auto node_position = glm::vec4(position.x, position.y, position.z, position.w);
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auto npc = new NPC(npc_type, nullptr, node_position, GravityBehavior::Flying);
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npc->GiveNPCTypeData(npc_type);
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entity_list.AddNPC(npc, true, true);
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return npc;
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}
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NPC * NPC::SpawnNodeNPC(std::string name, std::string last_name, const glm::vec4 &position) {
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auto npc_type = new NPCType;
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memset(npc_type, 0, sizeof(NPCType));
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sprintf(npc_type->name, "%s", name.c_str());
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sprintf(npc_type->lastname, "%s", last_name.c_str());
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npc_type->cur_hp = 4000000;
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npc_type->max_hp = 4000000;
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npc_type->race = 2254;
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npc_type->gender = 2;
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npc_type->class_ = 9;
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npc_type->deity = 1;
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npc_type->level = 200;
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npc_type->npc_id = 0;
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npc_type->loottable_id = 0;
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npc_type->texture = 1;
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npc_type->light = 1;
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npc_type->size = 3;
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npc_type->d_melee_texture1 = 1;
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npc_type->d_melee_texture2 = 1;
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npc_type->merchanttype = 1;
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npc_type->bodytype = 1;
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npc_type->show_name = true;
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npc_type->STR = 150;
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npc_type->STA = 150;
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npc_type->DEX = 150;
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npc_type->AGI = 150;
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npc_type->INT = 150;
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npc_type->WIS = 150;
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npc_type->CHA = 150;
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npc_type->findable = true;
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npc_type->runspeed = 1.25;
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auto node_position = glm::vec4(position.x, position.y, position.z, position.w);
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auto npc = new NPC(npc_type, nullptr, node_position, GravityBehavior::Flying);
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npc->GiveNPCTypeData(npc_type);
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entity_list.AddNPC(npc, true, true);
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@@ -2849,3 +2877,8 @@ float NPC::GetProximityMaxZ()
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{
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return proximity->max_z;
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}
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bool NPC::IsProximitySet()
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{
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return proximity->proximity_set;
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}
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