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Implement number of hit indicators for UF and RoF
There is a small display bug with the initial cast of the spell, but it updates quickly enough that it shouldn't be too noticeable This still needs to be fixed though Changed SendBuffDurationPacket to take a Buffs_Struct by reference to allow more of the data to be obtained without more params Added Client::SendBuffNumHitPacket(Buffs_Struct &buff, int slot)
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@@ -376,6 +376,7 @@ namespace RoF
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OUT(duration);
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eq->playerId = 0x7cde;
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OUT(slotid);
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OUT(num_hits);
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if (emu->bufffade == 1)
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eq->bufffade = 1;
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else
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@@ -414,7 +415,7 @@ namespace RoF
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__packet->WriteUInt32(emu->entity_id);
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__packet->WriteUInt32(0); // PlayerID ?
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__packet->WriteUInt8(1); // 1 indicates all buffs on the player (0 to add or remove a single buff)
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__packet->WriteUInt8(emu->all_buffs); // 1 indicates all buffs on the player (0 to add or remove a single buff)
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__packet->WriteUInt16(emu->count);
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for (uint16 i = 0; i < emu->count; ++i)
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@@ -429,10 +430,10 @@ namespace RoF
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__packet->WriteUInt32(buffslot);
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__packet->WriteUInt32(emu->entries[i].spell_id);
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__packet->WriteUInt32(emu->entries[i].tics_remaining);
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__packet->WriteUInt32(0); // Unknown
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__packet->WriteUInt32(emu->entries[i].num_hits); // Unknown
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__packet->WriteString("");
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}
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__packet->WriteUInt8(0); // Unknown
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__packet->WriteUInt8(!emu->all_buffs); // Unknown
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FINISH_ENCODE();
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}
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