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[Quest API] (Performance) Check event EVENT_AGGRO, EVENT_ATTACK, or EVENT_COMBAT exist before export and execute (#2901)
* [Quest API] Optionally parse EVENT_COMBAT # Notes - Optionally parse this event instead of always doing so. * Optional EVENT_ATTACK * Update attack.cpp
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+11
-4
@@ -2324,8 +2324,11 @@ void NPC::Damage(Mob* other, int64 damage, uint16 spell_id, EQ::skills::SkillTyp
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//handle EVENT_ATTACK. Resets after we have not been attacked for 12 seconds
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if (attacked_timer.Check())
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{
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LogCombat("Triggering EVENT_ATTACK due to attack by [{}]", other ? other->GetName() : "nullptr");
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parse->EventNPC(EVENT_ATTACK, this, other, "", 0);
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if (parse->HasQuestSub(GetNPCTypeID(), EVENT_ATTACK)) {
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LogCombat("Triggering EVENT_ATTACK due to attack by [{}]", other ? other->GetName() : "nullptr");
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parse->EventNPC(EVENT_ATTACK, this, other, "", 0);
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}
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}
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attacked_timer.Start(CombatEventTimer_expire);
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@@ -3025,8 +3028,12 @@ void Mob::AddToHateList(Mob* other, int64 hate /*= 0*/, int64 damage /*= 0*/, bo
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}
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if (!wasengaged) {
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if (IsNPC() && other->IsClient() && other->CastToClient())
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parse->EventNPC(EVENT_AGGRO, CastToNPC(), other, "", 0);
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if (IsNPC() && other->IsClient() && other->CastToClient()) {
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if (parse->HasQuestSub(GetNPCTypeID(), EVENT_AGGRO)) {
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parse->EventNPC(EVENT_AGGRO, CastToNPC(), other, "", 0);
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}
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}
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AI_Event_Engaged(other, iYellForHelp);
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}
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}
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