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Add show_name and untargetable to npc_types fixes #637
Note the bodytype hack is still there since I was having issues with some npcs still showing names
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20b6c2f556
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@ -305,6 +305,7 @@ union
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uint8 DestructibleUnk8;
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uint32 DestructibleUnk9;
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bool targetable_with_hotkey;
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bool show_name;
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};
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@ -3930,7 +3930,7 @@ namespace RoF
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if (strlen(emu->suffix))
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PacketSize += strlen(emu->suffix) + 1;
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bool ShowName = 1;
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bool ShowName = emu->show_name;
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if (emu->bodytype >= 66)
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{
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emu->race = 127;
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@ -4086,7 +4086,7 @@ namespace RoF2
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PacketSize += strlen(emu->DestructibleString) + 1;
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}
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bool ShowName = 1;
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bool ShowName = emu->show_name;
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if (emu->bodytype >= 66)
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{
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emu->race = 127;
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@ -2560,7 +2560,7 @@ namespace SoD
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PacketSize += strlen(emu->DestructibleString) + 1;
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}
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bool ShowName = 1;
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bool ShowName = emu->show_name;
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if (emu->bodytype >= 66)
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{
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emu->race = 127;
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@ -2097,7 +2097,7 @@ namespace SoF
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int k;
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for (r = 0; r < entrycount; r++, eq++, emu++) {
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eq->showname = 1; //New Field - Toggles Name Display on or off - 0 = off, 1 = on
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eq->showname = emu->show_name ? 1 : 0; //New Field - Toggles Name Display on or off - 0 = off, 1 = on
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eq->linkdead = 0; //New Field - Toggles LD on or off after name - 0 = off, 1 = on
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eq->statue = 0; //New Field - 1 freezes animation
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eq->showhelm = emu->showhelm;
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@ -2136,10 +2136,10 @@ namespace SoF
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eq->findable = emu->findable;
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if (emu->bodytype >= 66)
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{
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eq->bodytype = 11; //non-targetable
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eq->showname = 0; //no visible name
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eq->race = 127; //invisible man
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eq->gender = 0; //invisible men are gender 0
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eq->bodytype = 11; //non-targetable
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eq->showname = 0; //no visible name
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eq->race = 127; //invisible man
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eq->gender = 0; //invisible men are gender 0
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}
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else
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{
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@ -2844,7 +2844,7 @@ namespace UF
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PacketSize += strlen(emu->DestructibleString) + 1;
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}
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bool ShowName = 1;
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bool ShowName = emu->show_name;
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if (emu->bodytype >= 66)
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{
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emu->race = 127;
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3
utils/sql/git/required/2017_07_19_show_name.sql
Normal file
3
utils/sql/git/required/2017_07_19_show_name.sql
Normal file
@ -0,0 +1,3 @@
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ALTER TABLE `npc_types` ADD COLUMN `show_name` TINYINT(2) NOT NULL DEFAULT 1;
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ALTER TABLE `npc_types` ADD COLUMN `untargetable` TINYINT(2) NOT NULL DEFAULT 0;
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UPDATE `npc_types` SET `show_name` = 0, `untargetable` = 1 WHERE `bodytype` >= 66;
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@ -1944,6 +1944,7 @@ void Client::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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ns->spawn.guildID = GuildID();
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// ns->spawn.linkdead = IsLD() ? 1 : 0;
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// ns->spawn.pvp = GetPVP() ? 1 : 0;
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ns->spawn.show_name = true;
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strcpy(ns->spawn.title, m_pp.title);
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@ -659,6 +659,8 @@ void EntityList::AddNPC(NPC *npc, bool SendSpawnPacket, bool dontqueue)
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QueueClients(npc, app);
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npc->SendArmorAppearance();
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npc->SetAppearance(npc->GetGuardPointAnim(),false);
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if (!npc->IsTargetable())
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npc->SendTargetable(false);
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safe_delete(app);
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} else {
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auto ns = new NewSpawn_Struct;
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@ -799,6 +801,8 @@ void EntityList::CheckSpawnQueue()
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NPC *pnpc = it->second;
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pnpc->SendArmorAppearance();
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pnpc->SetAppearance(pnpc->GetGuardPointAnim(), false);
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if (!pnpc->IsTargetable())
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pnpc->SendTargetable(false);
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}
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safe_delete(outapp);
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iterator.RemoveCurrent();
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@ -375,6 +375,7 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, const glm::vec4& position, int if
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CalcBonuses();
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raid_target = d->raid_target;
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ignore_despawn = d->ignore_despawn;
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m_targetable = !d->untargetable;
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}
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NPC::~NPC()
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@ -1906,6 +1907,7 @@ void NPC::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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ns->spawn.is_npc = 1;
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UpdateActiveLight();
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ns->spawn.light = GetActiveLightType();
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ns->spawn.show_name = NPCTypedata->show_name;
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}
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void NPC::PetOnSpawn(NewSpawn_Struct* ns)
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@ -1967,7 +1967,9 @@ const NPCType* ZoneDatabase::LoadNPCTypesData(uint32 npc_type_id, bool bulk_load
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"npc_types.handtexture, "
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"npc_types.legtexture, "
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"npc_types.feettexture, "
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"npc_types.ignore_despawn "
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"npc_types.ignore_despawn, "
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"npc_types.show_name, "
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"npc_types.untargetable "
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"FROM npc_types %s",
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where_condition.c_str()
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);
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@ -2143,6 +2145,8 @@ const NPCType* ZoneDatabase::LoadNPCTypesData(uint32 npc_type_id, bool bulk_load
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temp_npctype_data->legtexture = atoi(row[95]);
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temp_npctype_data->feettexture = atoi(row[96]);
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temp_npctype_data->ignore_despawn = atoi(row[97]) == 1 ? true : false;
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temp_npctype_data->show_name = atoi(row[98]) != 0 ? true : false;
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temp_npctype_data->untargetable = atoi(row[99]) != 0 ? true : false;
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// If NPC with duplicate NPC id already in table,
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// free item we attempted to add.
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@ -133,6 +133,8 @@ struct NPCType
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uint8 legtexture;
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uint8 feettexture;
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bool ignore_despawn;
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bool show_name; // should default on
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bool untargetable;
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};
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namespace player_lootitem {
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