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Illusion and money on corpse
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2cb4c55613
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@ -3228,6 +3228,47 @@ namespace Laurion
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FINISH_ENCODE();
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FINISH_ENCODE();
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}
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}
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ENCODE(OP_Illusion)
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{
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ENCODE_LENGTH_EXACT(Illusion_Struct);
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SETUP_DIRECT_ENCODE(Illusion_Struct, structs::Illusion_Struct);
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OUT(spawnid);
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OUT_str(charname);
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OUT(race);
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eq->unknown006[0] = 0;
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eq->unknown006[1] = 0;
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OUT(gender);
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OUT(texture);
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OUT(helmtexture);
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OUT(face);
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OUT(hairstyle);
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OUT(haircolor);
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OUT(beard);
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OUT(beardcolor);
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OUT(size);
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OUT(drakkin_heritage);
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OUT(drakkin_tattoo);
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OUT(drakkin_details);
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FINISH_ENCODE();
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}
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ENCODE(OP_MoneyOnCorpse)
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{
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ENCODE_LENGTH_EXACT(moneyOnCorpseStruct);
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SETUP_DIRECT_ENCODE(moneyOnCorpseStruct, structs::moneyOnCorpseStruct);
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eq->type = emu->response;
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OUT(platinum);
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OUT(gold);
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OUT(silver);
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OUT(copper);
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eq->flags = 0;
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FINISH_ENCODE();
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}
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// DECODE methods
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// DECODE methods
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DECODE(OP_EnterWorld)
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DECODE(OP_EnterWorld)
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@ -47,7 +47,8 @@ E(OP_RespondAA)
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E(OP_BlockedBuffs)
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E(OP_BlockedBuffs)
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E(OP_RemoveBlockedBuffs)
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E(OP_RemoveBlockedBuffs)
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E(OP_ZonePlayerToBind)
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E(OP_ZonePlayerToBind)
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E(OP_Illusion)
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E(OP_MoneyOnCorpse)
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//list of packets we need to decode on the way in:
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//list of packets we need to decode on the way in:
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D(OP_EnterWorld)
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D(OP_EnterWorld)
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D(OP_ZoneEntry)
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D(OP_ZoneEntry)
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@ -810,6 +810,58 @@ namespace Laurion {
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/*025*/ uint32 unknown2;
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/*025*/ uint32 unknown2;
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/*029*/ uint32 unknown3;
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/*029*/ uint32 unknown3;
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};
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};
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struct ArmorPropertyStruct
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{
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/*000*/ uint32 type;
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/*004*/ uint32 variation;
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/*008*/ uint32 material;
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/*012*/ uint32 newArmorID;
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/*016*/ uint32 newArmorType;
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/*020*/
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};
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struct Illusion_Struct {
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/*000*/ uint32 spawnid;
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/*004*/ char charname[64];
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/*068*/ uint16 race; //according to eqlib this is s32
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/*070*/ char unknown006[2];
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/*072*/ uint8 gender;
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/*073*/ uint8 texture;
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/*074*/ uint8 armorVariation;
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/*075*/ uint8 armorMaterial;
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/*076*/ uint8 helmtexture;
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/*077*/ uint8 unknown077; //padding from this being a pack(4) struct actually
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/*078*/ uint8 unknown078;
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/*079*/ uint8 unknown079;
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/*080*/ uint32 face;
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/*084*/ uint8 hairstyle;
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/*085*/ uint8 haircolor;
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/*086*/ uint8 beard;
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/*087*/ uint8 beardcolor;
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/*088*/ float size;
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/*092*/ uint32_t npc_tint;
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/*096*/ bool keep_armor_properties;
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/*097*/ uint8 unknown097[3]; //padding from this being a pack(4) struct actually
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/*100*/ ArmorPropertyStruct armorProperties[9];
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/*280*/ uint32_t armorTints[9];
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/*316*/ int32 class_;
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/*320*/ uint32 drakkin_heritage;
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/*324*/ uint32 drakkin_tattoo;
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/*328*/ uint32 drakkin_details;
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/*332*/
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};
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struct moneyOnCorpseStruct {
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/*000*/ uint8 type;
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/*001*/ uint8 padding1[3];
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/*004*/ uint32 flags;
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/*008*/ uint32 platinum;
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/*012*/ uint32 gold;
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/*016*/ uint32 silver;
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/*020*/ uint32 copper;
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/*024*/
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}
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#pragma pack()
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#pragma pack()
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}; //end namespace structs
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}; //end namespace structs
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@ -184,8 +184,8 @@ OP_Consider=0x53e3
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OP_FormattedMessage=0x7f7f
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OP_FormattedMessage=0x7f7f
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OP_SimpleMessage=0x1943
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OP_SimpleMessage=0x1943
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OP_Buff=0x6ce5
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OP_Buff=0x6ce5
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OP_Illusion=0x0000
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OP_Illusion=0x5a3f
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OP_MoneyOnCorpse=0x0000
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OP_MoneyOnCorpse=0x39d3
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OP_RandomReply=0x0000
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OP_RandomReply=0x0000
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OP_DenyResponse=0x0000
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OP_DenyResponse=0x0000
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OP_SkillUpdate=0x6735
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OP_SkillUpdate=0x6735
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