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https://github.com/EQEmu/Server.git
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Remove trailing whitespace
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+23
-23
@@ -30,26 +30,26 @@ Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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map<uint16, const NPCType *> Horse::horse_types;
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LinkedList<NPCType *> horses_auto_delete;
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Horse::Horse(Client *_owner, uint16 spell_id, float x, float y, float z, float heading)
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Horse::Horse(Client *_owner, uint16 spell_id, float x, float y, float z, float heading)
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: NPC(GetHorseType(spell_id), nullptr, x, y, z, heading, FlyMode3)
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{
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//give the horse its proper name.
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strn0cpy(name, _owner->GetCleanName(), 55);
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strcat(name,"`s_Mount00");
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owner = _owner;
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}
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void Horse::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
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NPC::FillSpawnStruct(ns, ForWho);
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// ns->spawn.texture = NPCTypedata->mount_color;
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ns->spawn.petOwnerId = 0;
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//dunno why we do these, they should allready be set right.
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ns->spawn.runspeed = NPCTypedata->runspeed;
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}
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bool Horse::IsHorseSpell(uint16 spell_id) {
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//written in terms of a function which does a ton more work
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//than we need to to figure out if this is a horse spell.
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@@ -89,11 +89,11 @@ const NPCType *Horse::BuildHorseType(uint16 spell_id) {
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memset(npc_type, 0, sizeof(NPCType));
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strcpy(npc_type->name,"Unclaimed_Mount"); //this should never get used
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strcpy(npc_type->npc_attacks,"ABH");
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npc_type->cur_hp = 1;
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npc_type->max_hp = 1;
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npc_type->cur_hp = 1;
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npc_type->max_hp = 1;
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npc_type->race = atoi(row[0]);
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npc_type->gender = atoi(row[1]); // Drogmor's are female horses. Yuck.
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npc_type->class_ = 1;
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npc_type->class_ = 1;
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npc_type->deity= 1;
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npc_type->level = 1;
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npc_type->npc_id = 0;
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@@ -112,7 +112,7 @@ const NPCType *Horse::BuildHorseType(uint16 spell_id) {
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npc_type->INT = 75;
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npc_type->WIS = 75;
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npc_type->CHA = 75;
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horses_auto_delete.Insert(npc_type);
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mysql_free_result(result);
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@@ -131,7 +131,7 @@ const NPCType *Horse::BuildHorseType(uint16 spell_id) {
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safe_delete_array(query);
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return nullptr;
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}
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}
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@@ -145,18 +145,18 @@ void Client::SummonHorse(uint16 spell_id) {
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LogFile->write(EQEMuLog::Error, "%s tried to summon an unknown horse, spell id %d", GetName(), spell_id);
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return;
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}
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// No Horse, lets get them one.
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Horse* horse = new Horse(this, spell_id, GetX(), GetY(), GetZ(), GetHeading());
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//we want to manage the spawn packet ourself.
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//another reason is we dont want quests executing on it.
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entity_list.AddNPC(horse, false);
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// Okay, lets say they have a horse now.
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EQApplicationPacket outapp;
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horse->CreateHorseSpawnPacket(&outapp, GetName(), GetID());
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/* // Doodman: Kludged in here instead of adding a field to PCType. FIXME!
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@@ -167,18 +167,18 @@ void Client::SummonHorse(uint16 spell_id) {
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ns->spawn.runspeed=npc_type->runspeed;
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*/
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entity_list.QueueClients(horse, &outapp);
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uint16 tmpID = horse->GetID();
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SetHorseId(tmpID);
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}
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void Client::SetHorseId(uint16 horseid_in) {
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//if its the same, do nothing
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if(horseId == horseid_in)
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return;
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//otherwise it changed.
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//if we have a horse, get rid of it no matter what.
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if(horseId) {
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@@ -186,7 +186,7 @@ void Client::SetHorseId(uint16 horseid_in) {
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if(horse != nullptr)
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horse->Depop();
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}
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//now we take whatever they gave us.
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horseId = horseid_in;
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}
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@@ -198,7 +198,7 @@ void Mob::CreateHorseSpawnPacket(EQApplicationPacket* app, const char* ownername
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memset(app->pBuffer, 0, sizeof(NewSpawn_Struct));
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NewSpawn_Struct* ns = (NewSpawn_Struct*)app->pBuffer;
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FillSpawnStruct(ns, ForWho);
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#if (EQDEBUG >= 11)
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printf("Horse Spawn Packet - Owner: %s\n", ownername);
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DumpPacket(app);
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