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Use PlayerState to generate stun particles
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+29
-2
@@ -148,7 +148,7 @@ Mob::Mob(const char* in_name,
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size = in_size;
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base_size = size;
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runspeed = in_runspeed;
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PlayerState = 0;
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m_PlayerState = 0;
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// sanity check
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@@ -916,7 +916,7 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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ns->spawn.class_ = class_;
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ns->spawn.gender = gender;
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ns->spawn.level = level;
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ns->spawn.PlayerState = PlayerState;
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ns->spawn.PlayerState = m_PlayerState;
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ns->spawn.deity = deity;
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ns->spawn.animation = 0;
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ns->spawn.findable = findable?1:0;
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@@ -5423,3 +5423,30 @@ bool Mob::CanClassEquipItem(uint32 item_id)
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else
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return true;
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}
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void Mob::SendAddPlayerState(PlayerState new_state)
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{
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auto app = new EQApplicationPacket(OP_PlayerStateAdd, sizeof(PlayerState_Struct));
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auto ps = (PlayerState_Struct *)app->pBuffer;
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ps->spawn_id = GetID();
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ps->state = static_cast<uint32>(new_state);
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AddPlayerState(ps->state);
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entity_list.QueueClients(nullptr, app);
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safe_delete(app);
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}
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void Mob::SendRemovePlayerState(PlayerState old_state)
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{
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auto app = new EQApplicationPacket(OP_PlayerStateRemove, sizeof(PlayerState_Struct));
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auto ps = (PlayerState_Struct *)app->pBuffer;
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ps->spawn_id = GetID();
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ps->state = static_cast<uint32>(old_state);
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RemovePlayerState(ps->state);
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entity_list.QueueClients(nullptr, app);
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safe_delete(app);
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}
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