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Added door properties, and more entitylist types
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+27
-2
@@ -41,7 +41,7 @@ message Entity {
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EntityType type = 3; //Type of entity
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int32 hp = 4; //Mob: Current health
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int32 level = 5; //Mob: Current level
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Position position = 6; //Mob: Position
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Position position = 6; //Mob, Door: Position
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int32 race = 7; //Mob: Race
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int32 class = 8; //Mob: Class
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int32 max_hp = 9; //Mob: Maximum Hitpoints
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@@ -53,7 +53,7 @@ message Entity {
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BodyType bodytype = 15; //Mob: Body Type
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DeityType deity = 16; //Mob: Deity
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uint32 npctype_id = 17; //Mob: When npc was spawned from db, this is it's entry for npctype
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float size = 18; //Mob: size of mob
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float size = 18; //Mob, Door: size of mob
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float runspeed = 19; //Mob: runspeed
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//int32 light = 20; //Mob: Light level
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int32 texture = 21; //Mob: texture
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@@ -95,6 +95,31 @@ message Entity {
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uint8 in_legtexture,
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uint8 in_feettexture
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*/
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//DOOR
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uint32 door_db_id = 100; //Door: databse ID of door
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uint32 door_id = 101; //Door: Unique ID of door
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//string door_zone_name = 102; //Door: zone name of door not needed?
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string door_name = 103; //Door: name
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int32 door_incline = 104; //Door: Incline
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uint32 door_opentype = 105; //Door: Open type
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uint32 door_guild_id = 106; //Door: Guild ID
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uint32 door_lockpick = 107; //Door: Lockpick
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uint32 door_keyitem = 108; //Door: Key item
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uint32 door_nokeyring = 109; //Door: No key ring
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uint32 door_trigger_door_id = 110; //Door: trigger door
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uint32 door_trigger_type = 111; //Door: trigger type
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uint32 door_param = 112; //Door: parameter
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int32 door_invert_state = 113; //Door: invert state
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bool door_disable_timer = 114; //Door: is timer disabled?
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bool door_is_open = 115; //Door: is it currently open?
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//string door_destination_zone = 116; //Door: destination zone TODO: not exposed
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//int32 door_destination_instance_id = 117; //Door: destination instance TODO: not exposed
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//Position door_destination_position = 118; //Door: destination position TODO: not exposed
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uint32 door_is_ldon = 119; //Door: is it ldon?
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uint32 door_client_version_mask = 120; //Door: client version mask
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}
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message Entities {
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