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Use tab character setting
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parent
1f51a2fceb
commit
fea571db40
@ -2086,15 +2086,15 @@ void PerlembParser::ExportEventVariables(
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break;
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}
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case EVENT_AA_EXP_GAIN: {
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ExportVar(package_name.c_str(), "aa_exp_gained", data);
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break;
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}
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case EVENT_AA_EXP_GAIN: {
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ExportVar(package_name.c_str(), "aa_exp_gained", data);
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break;
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}
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case EVENT_EXP_GAIN: {
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ExportVar(package_name.c_str(), "exp_gained", data);
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break;
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}
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case EVENT_EXP_GAIN: {
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ExportVar(package_name.c_str(), "exp_gained", data);
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break;
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}
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case EVENT_INSPECT: {
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ExportVar(package_name.c_str(), "target_id", extradata);
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14
zone/exp.cpp
14
zone/exp.cpp
@ -805,15 +805,15 @@ void Client::SetEXP(uint64 set_exp, uint64 set_aaxp, bool isrezzexp) {
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}
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if (parse->PlayerHasQuestSub(EVENT_EXP_GAIN) && m_pp.exp != set_exp) {
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const auto exp_value = set_exp - m_pp.exp;
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const auto export_string = fmt::format("{}", exp_value);
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parse->EventPlayer(EVENT_EXP_GAIN, this, export_string, 0);
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const auto exp_value = set_exp - m_pp.exp;
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const auto export_string = fmt::format("{}", exp_value);
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parse->EventPlayer(EVENT_EXP_GAIN, this, export_string, 0);
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}
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if (parse->PlayerHasQuestSub(EVENT_AA_EXP_GAIN) && m_pp.expAA != set_aaxp) {
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const auto aa_exp_value = set_aaxp - m_pp.expAA;
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const auto export_string = fmt::format("{}", aa_exp_value);
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parse->EventPlayer(EVENT_AA_EXP_GAIN, this, export_string, 0);
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const auto aa_exp_value = set_aaxp - m_pp.expAA;
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const auto export_string = fmt::format("{}", aa_exp_value);
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parse->EventPlayer(EVENT_AA_EXP_GAIN, this, export_string, 0);
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}
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//set the client's EXP and AAEXP
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@ -823,7 +823,7 @@ void Client::SetEXP(uint64 set_exp, uint64 set_aaxp, bool isrezzexp) {
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if (GetLevel() < 51) {
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m_epp.perAA = 0; // turn off aa exp if they drop below 51
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} else {
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SendAlternateAdvancementStats(); //otherwise, send them an AA update
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SendAlternateAdvancementStats(); //otherwise, send them an AA update
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}
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//send the expdata in any case so the xp bar isnt stuck after leveling
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@ -609,21 +609,21 @@ void handle_player_aa_gain(
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);
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void handle_player_aa_exp_gain(
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QuestInterface *parse,
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lua_State* L,
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Client* client,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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QuestInterface *parse,
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lua_State* L,
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Client* client,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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void handle_player_exp_gain(
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QuestInterface *parse,
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lua_State* L,
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Client* client,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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QuestInterface *parse,
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lua_State* L,
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Client* client,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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void handle_player_payload(
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