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Add support for virtual zonepoints
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@@ -1118,6 +1118,44 @@ void NPC::SpawnGridNodeNPC(const glm::vec4 &position, int32 grid_number, int32 z
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entity_list.AddNPC(npc);
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}
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void NPC::SpawnZonePointNodeNPC(std::string name, const glm::vec4 &position)
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{
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auto npc_type = new NPCType;
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memset(npc_type, 0, sizeof(NPCType));
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char node_name[64];
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strn0cpy(node_name, name.c_str(), 64);
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strcpy(npc_type->name, entity_list.MakeNameUnique(node_name));
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npc_type->current_hp = 4000000;
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npc_type->max_hp = 4000000;
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npc_type->race = 2254;
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npc_type->gender = 2;
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npc_type->class_ = 9;
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npc_type->deity = 1;
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npc_type->level = 200;
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npc_type->npc_id = 0;
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npc_type->loottable_id = 0;
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npc_type->texture = 1;
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npc_type->light = 1;
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npc_type->size = 5;
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npc_type->runspeed = 0;
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npc_type->merchanttype = 1;
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npc_type->bodytype = 1;
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npc_type->show_name = true;
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npc_type->findable = true;
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auto node_position = glm::vec4(position.x, position.y, position.z, position.w);
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auto npc = new NPC(npc_type, nullptr, node_position, GravityBehavior::Flying);
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npc->name[strlen(npc->name)-3] = (char) NULL;
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npc->GiveNPCTypeData(npc_type);
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entity_list.AddNPC(npc);
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}
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NPC * NPC::SpawnNodeNPC(std::string name, std::string last_name, const glm::vec4 &position) {
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auto npc_type = new NPCType;
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memset(npc_type, 0, sizeof(NPCType));
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