mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-16 18:52:22 +00:00
Regression fixes, support for new lua arguments for many events
This commit is contained in:
+115
-27
@@ -726,6 +726,71 @@ void Mob::CreateSpawnPacket(EQApplicationPacket* app, Mob* ForWho) {
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memset(app->pBuffer, 0, app->size);
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NewSpawn_Struct* ns = (NewSpawn_Struct*)app->pBuffer;
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FillSpawnStruct(ns, ForWho);
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if(strlen(ns->spawn.lastName) == 0) {
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switch(ns->spawn.class_)
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{
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case TRIBUTE_MASTER:
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strcpy(ns->spawn.lastName, "Tribute Master");
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break;
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case ADVENTURERECRUITER:
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strcpy(ns->spawn.lastName, "Adventure Recruiter");
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break;
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case BANKER:
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strcpy(ns->spawn.lastName, "Banker");
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break;
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case ADVENTUREMERCHANT:
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strcpy(ns->spawn.lastName,"Adventure Merchant");
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break;
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case WARRIORGM:
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strcpy(ns->spawn.lastName, "GM Warrior");
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break;
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case PALADINGM:
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strcpy(ns->spawn.lastName, "GM Paladin");
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break;
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case RANGERGM:
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strcpy(ns->spawn.lastName, "GM Ranger");
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break;
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case SHADOWKNIGHTGM:
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strcpy(ns->spawn.lastName, "GM Shadowknight");
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break;
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case DRUIDGM:
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strcpy(ns->spawn.lastName, "GM Druid");
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break;
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case BARDGM:
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strcpy(ns->spawn.lastName, "GM Bard");
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break;
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case ROGUEGM:
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strcpy(ns->spawn.lastName, "GM Rogue");
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break;
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case SHAMANGM:
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strcpy(ns->spawn.lastName, "GM Shaman");
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break;
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case NECROMANCERGM:
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strcpy(ns->spawn.lastName, "GM Necromancer");
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break;
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case WIZARDGM:
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strcpy(ns->spawn.lastName, "GM Wizard");
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break;
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case MAGICIANGM:
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strcpy(ns->spawn.lastName, "GM Magician");
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break;
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case ENCHANTERGM:
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strcpy(ns->spawn.lastName, "GM Enchanter");
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break;
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case BEASTLORDGM:
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strcpy(ns->spawn.lastName, "GM Beastlord");
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break;
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case BERSERKERGM:
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strcpy(ns->spawn.lastName, "GM Berserker");
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break;
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case MERCERNARY_MASTER:
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strcpy(ns->spawn.lastName, "Mercenary Recruiter");
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break;
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default:
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break;
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}
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}
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}
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void Mob::CreateSpawnPacket(EQApplicationPacket* app, NewSpawn_Struct* ns) {
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@@ -740,47 +805,71 @@ void Mob::CreateSpawnPacket(EQApplicationPacket* app, NewSpawn_Struct* ns) {
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// Custom packet data
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NewSpawn_Struct* ns2 = (NewSpawn_Struct*)app->pBuffer;
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strcpy(ns2->spawn.name, ns->spawn.name);
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/*if (ns->spawn.class_==MERCHANT)
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strcpy(ns2->spawn.lastName, "EQEmu Shopkeeper");
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else*/ if (ns->spawn.class_==TRIBUTE_MASTER)
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switch(ns->spawn.class_)
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{
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case TRIBUTE_MASTER:
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strcpy(ns2->spawn.lastName, "Tribute Master");
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else if (ns->spawn.class_==ADVENTURERECRUITER)
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break;
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case ADVENTURERECRUITER:
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strcpy(ns2->spawn.lastName, "Adventure Recruiter");
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else if (ns->spawn.class_==BANKER)
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break;
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case BANKER:
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strcpy(ns2->spawn.lastName, "Banker");
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else if (ns->spawn.class_==ADVENTUREMERCHANT)
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break;
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case ADVENTUREMERCHANT:
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strcpy(ns->spawn.lastName,"Adventure Merchant");
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else if (ns->spawn.class_==WARRIORGM)
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break;
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case WARRIORGM:
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strcpy(ns2->spawn.lastName, "GM Warrior");
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else if (ns->spawn.class_==PALADINGM)
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break;
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case PALADINGM:
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strcpy(ns2->spawn.lastName, "GM Paladin");
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else if (ns->spawn.class_==RANGERGM)
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break;
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case RANGERGM:
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strcpy(ns2->spawn.lastName, "GM Ranger");
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else if (ns->spawn.class_==SHADOWKNIGHTGM)
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break;
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case SHADOWKNIGHTGM:
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strcpy(ns2->spawn.lastName, "GM Shadowknight");
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else if (ns->spawn.class_==DRUIDGM)
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break;
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case DRUIDGM:
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strcpy(ns2->spawn.lastName, "GM Druid");
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else if (ns->spawn.class_==BARDGM)
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break;
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case BARDGM:
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strcpy(ns2->spawn.lastName, "GM Bard");
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else if (ns->spawn.class_==ROGUEGM)
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break;
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case ROGUEGM:
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strcpy(ns2->spawn.lastName, "GM Rogue");
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else if (ns->spawn.class_==SHAMANGM)
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break;
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case SHAMANGM:
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strcpy(ns2->spawn.lastName, "GM Shaman");
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else if (ns->spawn.class_==NECROMANCERGM)
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break;
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case NECROMANCERGM:
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strcpy(ns2->spawn.lastName, "GM Necromancer");
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else if (ns->spawn.class_==WIZARDGM)
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break;
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case WIZARDGM:
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strcpy(ns2->spawn.lastName, "GM Wizard");
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else if (ns->spawn.class_==MAGICIANGM)
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break;
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case MAGICIANGM:
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strcpy(ns2->spawn.lastName, "GM Magician");
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else if (ns->spawn.class_==ENCHANTERGM)
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break;
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case ENCHANTERGM:
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strcpy(ns2->spawn.lastName, "GM Enchanter");
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else if (ns->spawn.class_==BEASTLORDGM)
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break;
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case BEASTLORDGM:
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strcpy(ns2->spawn.lastName, "GM Beastlord");
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else if (ns->spawn.class_==BERSERKERGM)
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break;
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case BERSERKERGM:
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strcpy(ns2->spawn.lastName, "GM Berserker");
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else
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break;
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case MERCERNARY_MASTER:
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strcpy(ns->spawn.lastName, "Mercenary Recruiter");
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break;
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default:
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strcpy(ns2->spawn.lastName, ns->spawn.lastName);
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memset(&app->pBuffer[sizeof(Spawn_Struct)-7],0xFF,7);
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break;
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}
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memset(&app->pBuffer[sizeof(Spawn_Struct)-7], 0xFF, 7);
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}
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void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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@@ -788,10 +877,10 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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int i;
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strcpy(ns->spawn.name, name);
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if(IsClient())
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{
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strn0cpy(ns->spawn.lastName,lastname,sizeof(ns->spawn.lastName));
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}
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if(IsClient()) {
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strn0cpy(ns->spawn.lastName, lastname, sizeof(ns->spawn.lastName));
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}
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ns->spawn.heading = FloatToEQ19(heading);
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ns->spawn.x = FloatToEQ19(x_pos);//((int32)x_pos)<<3;
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ns->spawn.y = FloatToEQ19(y_pos);//((int32)y_pos)<<3;
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@@ -808,7 +897,6 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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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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// vesuvias - appearence fix
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ns->spawn.light = light;
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ns->spawn.showhelm = 1;
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