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proximity_x, proximity_y, and proximity_z converted to xyz_location m_Proximity
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@ -155,7 +155,8 @@ Client::Client(EQStreamInterface* ieqs)
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RespawnFromHoverTimer(0),
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merc_timer(RuleI(Mercs, UpkeepIntervalMS)),
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ItemTickTimer(10000),
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ItemQuestTimer(500)
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ItemQuestTimer(500),
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m_Proximity(FLT_MAX, FLT_MAX, FLT_MAX) //arbitrary large number
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{
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for(int cf=0; cf < _FilterCount; cf++)
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ClientFilters[cf] = FilterShow;
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@ -208,9 +209,6 @@ Client::Client(EQStreamInterface* ieqs)
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zonesummon_ignorerestrictions = 0;
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zoning = false;
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zone_mode = ZoneUnsolicited;
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proximity_x = FLT_MAX; //arbitrary large number
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proximity_y = FLT_MAX;
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proximity_z = FLT_MAX;
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casting_spell_id = 0;
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npcflag = false;
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npclevel = 0;
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@ -393,10 +393,10 @@ public:
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inline const char* GetLastName() const { return lastname; }
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inline float ProximityX() const { return(proximity_x); }
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inline float ProximityY() const { return(proximity_y); }
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inline float ProximityZ() const { return(proximity_z); }
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inline void ClearAllProximities() { entity_list.ProcessMove(this, xyz_location(FLT_MAX, FLT_MAX, FLT_MAX)); proximity_x = FLT_MAX; proximity_y = FLT_MAX; proximity_z = FLT_MAX; }
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inline float ProximityX() const { return m_Proximity.m_X; }
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inline float ProximityY() const { return m_Proximity.m_Y; }
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inline float ProximityZ() const { return m_Proximity.m_Z; }
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inline void ClearAllProximities() { entity_list.ProcessMove(this, xyz_location(FLT_MAX, FLT_MAX, FLT_MAX)); m_Proximity = xyz_location(FLT_MAX,FLT_MAX,FLT_MAX); }
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/*
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Begin client modifiers
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@ -1409,10 +1409,7 @@ private:
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Timer RespawnFromHoverTimer;
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Timer merc_timer;
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float proximity_x;
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float proximity_y;
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float proximity_z;
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xyz_location m_Proximity;
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void BulkSendInventoryItems();
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@ -4543,9 +4543,8 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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entity_list.ProcessMove(this, xyz_location(ppu->x_pos, ppu->y_pos, ppu->z_pos));
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if(RuleB(TaskSystem, EnableTaskSystem) && RuleB(TaskSystem,EnableTaskProximity))
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ProcessTaskProximities(ppu->x_pos, ppu->y_pos, ppu->z_pos);
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proximity_x = ppu->x_pos;
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proximity_y = ppu->y_pos;
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proximity_z = ppu->z_pos;
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m_Proximity = xyz_location(ppu->x_pos, ppu->y_pos, ppu->z_pos);
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}
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// Update internal state
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@ -653,9 +653,7 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
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if(zoneID == GetZoneID()) {
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//properly handle proximities
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entity_list.ProcessMove(this, m_Position);
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proximity_x = m_Position.m_X;
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proximity_y = m_Position.m_Y;
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proximity_z = m_Position.m_Z;
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m_Proximity = m_Position;
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//send out updates to people in zone.
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SendPosition();
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