eqemu-server/zone/entity.h
Kinglykrab ceb2b287bb Fixed merchantlist probability.
NPCs were setting a singular chance value and each item was checking based on this value, making the probability field not a random chance per item.
This removes the probability field from NPCs, SetMerchantProbability() and GetMerchantProbability() and makes the probability field truly random chance.

Special thanks to ChaosSlayerZ for noticing the issue here: http://www.eqemulator.org/forums/showthread.php?t=41731
2018-01-27 19:08:15 -05:00

546 lines
21 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.net)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef ENTITY_H
#define ENTITY_H
#include <unordered_map>
#include <queue>
#include "../common/types.h"
#include "../common/linked_list.h"
#include "../common/servertalk.h"
#include "../common/bodytypes.h"
#include "../common/eq_constants.h"
#include "position.h"
#include "zonedump.h"
class Encounter;
class Beacon;
class Client;
class Corpse;
class Doors;
class EQApplicationPacket;
class Entity;
class EntityList;
class Group;
class Merc;
class Mob;
class NPC;
class Object;
class Petition;
class Raid;
class Spawn2;
class Trap;
struct GuildBankItemUpdate_Struct;
struct NewSpawn_Struct;
struct QGlobal;
struct UseAA_Struct;
struct Who_All_Struct;
#ifdef BOTS
class Bot;
class BotRaids;
#endif
extern EntityList entity_list;
class Entity
{
public:
Entity();
virtual ~Entity();
virtual bool IsClient() const { return false; }
virtual bool IsNPC() const { return false; }
virtual bool IsMob() const { return false; }
virtual bool IsMerc() const { return false; }
virtual bool IsCorpse() const { return false; }
virtual bool IsPlayerCorpse() const { return false; }
virtual bool IsNPCCorpse() const { return false; }
virtual bool IsObject() const { return false; }
virtual bool IsDoor() const { return false; }
virtual bool IsTrap() const { return false; }
virtual bool IsBeacon() const { return false; }
virtual bool IsEncounter() const { return false; }
virtual bool IsBot() const { return false; }
virtual bool IsAura() const { return false; }
virtual bool Process() { return false; }
virtual bool Save() { return true; }
virtual void Depop(bool StartSpawnTimer = false) {}
Client *CastToClient();
NPC *CastToNPC();
Mob *CastToMob();
Merc *CastToMerc();
Corpse *CastToCorpse();
Object *CastToObject();
Doors *CastToDoors();
Trap *CastToTrap();
Beacon *CastToBeacon();
Encounter *CastToEncounter();
const Client *CastToClient() const;
const NPC *CastToNPC() const;
const Mob *CastToMob() const;
const Merc *CastToMerc() const;
const Corpse *CastToCorpse() const;
const Object *CastToObject() const;
const Doors *CastToDoors() const;
const Trap *CastToTrap() const;
const Beacon *CastToBeacon() const;
const Encounter *CastToEncounter() const;
inline const uint16& GetID() const { return id; }
inline const time_t& GetSpawnTimeStamp() const { return spawn_timestamp; }
virtual const char* GetName() { return ""; }
bool CheckCoordLosNoZLeaps(float cur_x, float cur_y, float cur_z, float trg_x, float trg_y, float trg_z, float perwalk=1);
#ifdef BOTS
Bot* CastToBot();
#endif
protected:
friend class EntityList;
inline virtual void SetID(uint16 set_id) { id = set_id; }
uint32 pDBAsyncWorkID;
private:
uint16 id;
time_t spawn_timestamp;
};
class EntityList
{
public:
struct Area {
int id;
int type;
float min_x, max_x;
float min_y, max_y;
float min_z, max_z;
};
EntityList();
~EntityList();
Entity* GetID(uint16 id);
Mob *GetMob(uint16 id);
inline Mob *GetMobID(uint16 id) { return(GetMob(id)); } //for perl
Mob *GetMob(const char* name);
Mob *GetMobByNpcTypeID(uint32 get_id);
bool IsMobSpawnedByNpcTypeID(uint32 get_id);
Mob *GetTargetForVirus(Mob* spreader, int range);
inline NPC *GetNPCByID(uint16 id)
{
auto it = npc_list.find(id);
if (it != npc_list.end())
return it->second;
return nullptr;
}
NPC *GetNPCByNPCTypeID(uint32 npc_id);
inline Merc *GetMercByID(uint16 id)
{
auto it = merc_list.find(id);
if (it != merc_list.end())
return it->second;
return nullptr;
}
Client *GetClientByName(const char *name);
Client *GetClientByAccID(uint32 accid);
inline Client *GetClientByID(uint16 id)
{
auto it = client_list.find(id);
if (it != client_list.end())
return it->second;
return nullptr;
}
Client *GetClientByCharID(uint32 iCharID);
Client *GetClientByWID(uint32 iWID);
Client *GetClient(uint32 ip, uint16 port);
Client *GetRandomClient(const glm::vec3& location, float Distance, Client *ExcludeClient = nullptr);
Group *GetGroupByMob(Mob* mob);
Group *GetGroupByClient(Client* client);
Group *GetGroupByID(uint32 id);
Group *GetGroupByLeaderName(const char* leader);
Raid *GetRaidByMob(Mob* mob);
Raid *GetRaidByClient(Client* client);
Raid *GetRaidByID(uint32 id);
Raid *GetRaidByLeaderName(const char *leader);
Corpse *GetCorpseByOwner(Client* client);
Corpse *GetCorpseByOwnerWithinRange(Client* client, Mob* center, int range);
inline Corpse *GetCorpseByID(uint16 id)
{
auto it = corpse_list.find(id);
if (it != corpse_list.end())
return it->second;
return nullptr;
}
Corpse *GetCorpseByDBID(uint32 dbid);
Corpse *GetCorpseByName(const char* name);
Spawn2* GetSpawnByID(uint32 id);
Client* FindCorpseDragger(uint16 CorpseID);
inline Object *GetObjectByID(uint16 id)
{
auto it = object_list.find(id);
if (it != object_list.end())
return it->second;
return nullptr;
}
Object *GetObjectByDBID(uint32 id);
inline Doors *GetDoorsByID(uint16 id)
{
auto it = door_list.find(id);
if (it != door_list.end())
return it->second;
return nullptr;
}
Doors *GetDoorsByDoorID(uint32 id);
Doors *GetDoorsByDBID(uint32 id);
void RemoveAllCorpsesByCharID(uint32 charid);
void RemoveCorpseByDBID(uint32 dbid);
int RezzAllCorpsesByCharID(uint32 charid);
bool IsMobInZone(Mob *who);
void ClearClientPetitionQueue();
bool CanAddHateForMob(Mob *p);
void SendGuildMOTD(uint32 guild_id);
void SendGuildSpawnAppearance(uint32 guild_id);
void SendGuildMembers(uint32 guild_id);
void RefreshAllGuildInfo(uint32 guild_id);
void SendGuildList();
void CheckGroupList (const char *fname, const int fline);
void GroupProcess();
void RaidProcess();
void DoorProcess();
void ObjectProcess();
void CorpseProcess();
void MobProcess();
void TrapProcess();
void BeaconProcess();
void EncounterProcess();
void ProcessMove(Client *c, const glm::vec3& location);
void ProcessMove(NPC *n, float x, float y, float z);
void AddArea(int id, int type, float min_x, float max_x, float min_y, float max_y, float min_z, float max_z);
void RemoveArea(int id);
void ClearAreas();
void ReloadMerchants();
void ProcessProximitySay(const char *Message, Client *c, uint8 language = 0);
void SendAATimer(uint32 charid,UseAA_Struct* uaa);
Doors *FindDoor(uint8 door_id);
Object *FindObject(uint32 object_id);
Object* FindNearbyObject(float x, float y, float z, float radius);
bool MakeDoorSpawnPacket(EQApplicationPacket* app, Client *client);
bool MakeTrackPacket(Client* client);
void SendTraders(Client* client);
void AddClient(Client*);
void AddNPC(NPC*, bool SendSpawnPacket = true, bool dontqueue = false);
void AddMerc(Merc*, bool SendSpawnPacket = true, bool dontqueue = false);
void AddCorpse(Corpse* pc, uint32 in_id = 0xFFFFFFFF);
void AddObject(Object*, bool SendSpawnPacket = true);
void AddGroup(Group*);
void AddGroup(Group*, uint32 id);
void AddRaid(Raid *raid);
void AddRaid(Raid*, uint32 id);
void AddDoor(Doors* door);
void AddTrap(Trap* trap);
void AddBeacon(Beacon *beacon);
void AddEncounter(Encounter *encounter);
void AddProximity(NPC *proximity_for);
void Clear();
bool RemoveMob(uint16 delete_id);
bool RemoveMob(Mob* delete_mob);
bool RemoveClient(uint16 delete_id);
bool RemoveClient(Client* delete_client);
bool RemoveNPC(uint16 delete_id);
bool RemoveMerc(uint16 delete_id);
bool RemoveGroup(uint32 delete_id);
bool RemoveRaid(uint32 delete_id);
bool RemoveCorpse(uint16 delete_id);
bool RemoveDoor(uint16 delete_id);
bool RemoveTrap(uint16 delete_id);
bool RemoveObject(uint16 delete_id);
bool RemoveProximity(uint16 delete_npc_id);
bool RemoveMobFromClientCloseLists(Mob *mob);
void RemoveAllMobs();
void RemoveAllClients();
void RemoveAllNPCs();
void RemoveAllMercs();
void RemoveAllGroups();
void RemoveAllCorpses();
void RemoveAllDoors();
void DespawnAllDoors();
void RespawnAllDoors();
void RemoveAllTraps();
void RemoveAllObjects();
void RemoveAllLocalities();
void RemoveAllRaids();
void RemoveAllEncounters();
void DestroyTempPets(Mob *owner);
int16 CountTempPets(Mob *owner);
void AddTempPetsToHateList(Mob *owner, Mob* other, bool bFrenzy = false);
Entity *GetEntityMob(uint16 id);
Entity *GetEntityMerc(uint16 id);
Entity *GetEntityDoor(uint16 id);
Entity *GetEntityObject(uint16 id);
Entity *GetEntityCorpse(uint16 id);
Entity *GetEntityTrap(uint16 id);
Entity *GetEntityBeacon(uint16 id);
Entity *GetEntityEncounter(uint16 id);
Entity *GetEntityMob(const char *name);
Entity *GetEntityCorpse(const char *name);
void StopMobAI();
void DescribeAggro(Client *towho, NPC *from_who, float dist, bool verbose);
void Message(uint32 to_guilddbid, uint32 type, const char* message, ...);
void MessageStatus(uint32 to_guilddbid, int to_minstatus, uint32 type, const char* message, ...);
void MessageClose(Mob* sender, bool skipsender, float dist, uint32 type, const char* message, ...);
void FilteredMessageClose(Mob* sender, bool skipsender, float dist, uint32 type, eqFilterType filter, const char* message, ...);
void Message_StringID(Mob *sender, bool skipsender, uint32 type, uint32 string_id, const char* message1=0,const char* message2=0,const char* message3=0,const char* message4=0,const char* message5=0,const char* message6=0,const char* message7=0,const char* message8=0,const char* message9=0);
void FilteredMessage_StringID(Mob *sender, bool skipsender, uint32 type, eqFilterType filter, uint32 string_id, const char* message1=0,const char* message2=0,const char* message3=0,const char* message4=0,const char* message5=0,const char* message6=0,const char* message7=0,const char* message8=0,const char* message9=0);
void MessageClose_StringID(Mob *sender, bool skipsender, float dist, uint32 type, uint32 string_id, const char* message1=0,const char* message2=0,const char* message3=0,const char* message4=0,const char* message5=0,const char* message6=0,const char* message7=0,const char* message8=0,const char* message9=0);
void FilteredMessageClose_StringID(Mob *sender, bool skipsender, float dist, uint32 type, eqFilterType filter, uint32 string_id, const char* message1=0,const char* message2=0,const char* message3=0,const char* message4=0,const char* message5=0,const char* message6=0,const char* message7=0,const char* message8=0,const char* message9=0);
void ChannelMessageFromWorld(const char* from, const char* to, uint8 chan_num, uint32 guilddbid, uint8 language, const char* message);
void ChannelMessage(Mob* from, uint8 chan_num, uint8 language, const char* message, ...);
void ChannelMessage(Mob* from, uint8 chan_num, uint8 language, uint8 lang_skill, const char* message, ...);
void ChannelMessageSend(Mob* to, uint8 chan_num, uint8 language, const char* message, ...);
void SendZoneSpawns(Client*);
void SendZonePVPUpdates(Client *);
void SendZoneSpawnsBulk(Client* client);
void Save();
void SendZoneCorpses(Client*);
void SendZoneCorpsesBulk(Client*);
void SendZoneObjects(Client* client);
void SendZoneAppearance(Client *c);
void SendNimbusEffects(Client *c);
void SendUntargetable(Client *c);
void DuelMessage(Mob* winner, Mob* loser, bool flee);
void QuestJournalledSayClose(Mob *sender, Client *QuestIntiator, float dist, const char* mobname, const char* message);
void GroupMessage(uint32 gid, const char *from, const char *message);
void ExpeditionWarning(uint32 minutes_left);
void RemoveFromTargets(Mob* mob, bool RemoveFromXTargets = false);
void RemoveFromXTargets(Mob* mob);
void RemoveFromAutoXTargets(Mob* mob);
void ReplaceWithTarget(Mob* pOldMob, Mob*pNewTarget);
void QueueCloseClients(Mob* sender, const EQApplicationPacket* app, bool ignore_sender=false, float dist=200, Mob* SkipThisMob = 0, bool ackreq = true,eqFilterType filter=FilterNone);
void QueueClients(Mob* sender, const EQApplicationPacket* app, bool ignore_sender=false, bool ackreq = true);
void QueueClientsStatus(Mob* sender, const EQApplicationPacket* app, bool ignore_sender = false, uint8 minstatus = 0, uint8 maxstatus = 0);
void QueueClientsGuild(Mob* sender, const EQApplicationPacket* app, bool ignore_sender = false, uint32 guildeqid = 0);
void QueueClientsGuildBankItemUpdate(const GuildBankItemUpdate_Struct *gbius, uint32 GuildID);
void QueueClientsByTarget(Mob* sender, const EQApplicationPacket* app, bool iSendToSender = true, Mob* SkipThisMob = 0, bool ackreq = true,
bool HoTT = true, uint32 ClientVersionBits = 0xFFFFFFFF, bool inspect_buffs = false);
void QueueClientsByXTarget(Mob* sender, const EQApplicationPacket* app, bool iSendToSender = true);
void QueueToGroupsForNPCHealthAA(Mob* sender, const EQApplicationPacket* app);
void QueueManaged(Mob* sender, const EQApplicationPacket* app, bool ignore_sender=false, bool ackreq = true);
void AEAttack(Mob *attacker, float dist, int Hand = EQEmu::inventory::slotPrimary, int count = 0, bool IsFromSpell = false);
void AETaunt(Client *caster, float range=0, int32 bonus_hate=0);
void AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true, int16 resist_adjust = 0, int *max_targets = nullptr);
void MassGroupBuff(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true);
void AEBardPulse(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true);
//trap stuff
Mob* GetTrapTrigger(Trap* trap);
void SendAlarm(Trap* trap, Mob* currenttarget, uint8 kos);
Trap* FindNearbyTrap(Mob* searcher, float max_dist, float &curdist, bool detected = false);
void AddHealAggro(Mob* target, Mob* caster, uint16 hate);
Mob* FindDefenseNPC(uint32 npcid);
void OpenDoorsNear(NPC* opener);
void UpdateWho(bool iSendFullUpdate = false);
void SendPositionUpdates(Client* client, uint32 cLastUpdate = 0, float update_range = 0, Entity* always_send = 0, bool iSendEvenIfNotChanged = false);
char* MakeNameUnique(char* name);
static char* RemoveNumbers(char* name);
void SignalMobsByNPCID(uint32 npc_type, int signal_id);
void CountNPC(uint32* NPCCount, uint32* NPCLootCount, uint32* gmspawntype_count);
void RemoveEntity(uint16 id);
void SendPetitionToAdmins(Petition* pet);
void SendPetitionToAdmins();
void AddLootToNPCS(uint32 item_id, uint32 count);
void ListNPCs(Client* client, const char* arg1 = 0, const char* arg2 = 0, uint8 searchtype = 0);
void ListNPCCorpses(Client* client);
void ListPlayerCorpses(Client* client);
void FindPathsToAllNPCs();
int32 DeleteNPCCorpses();
int32 DeletePlayerCorpses();
void CorpseFix(Client* c);
void WriteEntityIDs();
void HalveAggro(Mob* who);
void DoubleAggro(Mob* who);
void Evade(Mob *who);
void UpdateHoTT(Mob* target);
void Process();
void ClearAggro(Mob* targ);
void ClearFeignAggro(Mob* targ);
void ClearZoneFeignAggro(Client* targ);
void AggroZone(Mob* who, uint32 hate = 0);
bool Fighting(Mob* targ);
void RemoveFromHateLists(Mob* mob, bool settoone = false);
void RemoveDebuffs(Mob* caster);
void MessageGroup(Mob* sender, bool skipclose, uint32 type, const char* message, ...);
void LimitAddNPC(NPC *npc);
void LimitRemoveNPC(NPC *npc);
bool LimitCheckType(uint32 npc_type, int count);
bool LimitCheckGroup(uint32 spawngroup_id, int count);
bool LimitCheckBoth(uint32 npc_type, uint32 spawngroup_id, int group_count, int type_count);
bool LimitCheckName(const char* npc_name);
void CheckClientAggro(Client *around);
Mob* AICheckNPCtoNPCAggro(Mob* sender, float iAggroRange, float iAssistRange);
int GetHatedCount(Mob *attacker, Mob *exclude);
void AIYellForHelp(Mob* sender, Mob* attacker);
bool AICheckCloseBeneficialSpells(NPC* caster, uint8 iChance, float iRange, uint32 iSpellTypes);
bool Merc_AICheckCloseBeneficialSpells(Merc* caster, uint8 iChance, float iRange, uint32 iSpellTypes);
Mob* GetTargetForMez(Mob* caster);
uint32 CheckNPCsClose(Mob *center);
Corpse* GetClosestCorpse(Mob* sender, const char *Name);
NPC* GetClosestBanker(Mob* sender, uint32 &distance);
void CameraEffect(uint32 duration, uint32 intensity);
Mob* GetClosestMobByBodyType(Mob* sender, bodyType BodyType);
void ForceGroupUpdate(uint32 gid);
void SendGroupLeave(uint32 gid, const char *name);
void SendGroupJoin(uint32 gid, const char *name);
void SaveAllClientsTaskState();
void ReloadAllClientsTaskState(int TaskID=0);
uint16 CreateGroundObject(uint32 itemid, const glm::vec4& position, uint32 decay_time = 300000);
uint16 CreateGroundObjectFromModel(const char *model, const glm::vec4& position, uint8 type = 0x00, uint32 decay_time = 0);
uint16 CreateDoor(const char *model, const glm::vec4& position, uint8 type = 0, uint16 size = 100);
void ZoneWho(Client *c, Who_All_Struct* Who);
void UnMarkNPC(uint16 ID);
void GateAllClients();
void SignalAllClients(uint32 data);
void UpdateQGlobal(uint32 qid, QGlobal newGlobal);
void DeleteQGlobal(std::string name, uint32 npcID, uint32 charID, uint32 zoneID);
void SendFindableNPCList(Client *c);
void UpdateFindableNPCState(NPC *n, bool Remove);
void HideCorpses(Client *c, uint8 CurrentMode, uint8 NewMode);
uint16 GetClientCount();
void GetMobList(std::list<Mob*> &m_list);
void GetNPCList(std::list<NPC*> &n_list);
void GetMercList(std::list<Merc*> &n_list);
void GetClientList(std::list<Client*> &c_list);
void GetCorpseList(std::list<Corpse*> &c_list);
void GetObjectList(std::list<Object*> &o_list);
void GetDoorsList(std::list<Doors*> &d_list);
void GetSpawnList(std::list<Spawn2*> &d_list);
void GetTargetsForConeArea(Mob *start, float min_radius, float radius, float height, int pcnpc, std::list<Mob*> &m_list);
inline const std::unordered_map<uint16, Mob *> &GetMobList() { return mob_list; }
inline const std::unordered_map<uint16, NPC *> &GetNPCList() { return npc_list; }
inline const std::unordered_map<uint16, Merc *> &GetMercList() { return merc_list; }
inline const std::unordered_map<uint16, Client *> &GetClientList() { return client_list; }
inline const std::unordered_map<uint16, Corpse *> &GetCorpseList() { return corpse_list; }
inline const std::unordered_map<uint16, Object *> &GetObjectList() { return object_list; }
inline const std::unordered_map<uint16, Doors *> &GetDoorsList() { return door_list; }
void DepopAll(int NPCTypeID, bool StartSpawnTimer = true);
uint16 GetFreeID();
void RefreshAutoXTargets(Client *c);
void RefreshClientXTargets(Client *c);
void SendAlternateAdvancementStats();
void GetTrapInfo(Client* client);
bool IsTrapGroupSpawned(uint32 trap_id, uint8 group);
void UpdateAllTraps(bool respawn, bool repopnow = false);
void ClearTrapPointers();
protected:
friend class Zone;
void Depop(bool StartSpawnTimer = false);
private:
void AddToSpawnQueue(uint16 entityid, NewSpawn_Struct** app);
void CheckSpawnQueue();
//used for limiting spawns
class SpawnLimitRecord { public: uint32 spawngroup_id; uint32 npc_type; };
std::map<uint16, SpawnLimitRecord> npc_limit_list; //entity id -> npc type
uint32 tsFirstSpawnOnQueue; // timestamp that the top spawn on the spawnqueue was added, should be 0xFFFFFFFF if queue is empty
uint32 NumSpawnsOnQueue;
LinkedList<NewSpawn_Struct*> SpawnQueue;
std::unordered_map<uint16, Client *> client_list;
std::unordered_map<uint16, Mob *> mob_list;
std::unordered_map<uint16, NPC *> npc_list;
std::unordered_map<uint16, Merc *> merc_list;
std::unordered_map<uint16, Corpse *> corpse_list;
std::unordered_map<uint16, Object *> object_list;
std::unordered_map<uint16, Doors *> door_list;
std::unordered_map<uint16, Trap *> trap_list;
std::unordered_map<uint16, Beacon *> beacon_list;
std::unordered_map<uint16, Encounter *> encounter_list;
std::list<NPC *> proximity_list;
std::list<Group *> group_list;
std::list<Raid *> raid_list;
std::list<Area> area_list;
std::queue<uint16> free_ids;
// Please Do Not Declare Any EntityList Class Members After This Comment
#ifdef BOTS
public:
void AddBot(Bot* newBot, bool SendSpawnPacket = true, bool dontqueue = false);
bool RemoveBot(uint16 entityID);
Mob* GetMobByBotID(uint32 botID);
Bot* GetBotByBotID(uint32 botID);
Bot* GetBotByBotName(std::string botName);
std::list<Bot*> GetBotsByBotOwnerCharacterID(uint32 botOwnerCharacterID);
bool Bot_AICheckCloseBeneficialSpells(Bot* caster, uint8 iChance, float iRange, uint32 iSpellTypes); // TODO: Evaluate this closesly in hopes to eliminate
void ShowSpawnWindow(Client* client, int Distance, bool NamedOnly); // TODO: Implement ShowSpawnWindow in the bot class but it needs entity list stuff
private:
std::list<Bot*> bot_list;
#endif
};
class BulkZoneSpawnPacket {
public:
BulkZoneSpawnPacket(Client* iSendTo, uint32 iMaxSpawnsPerPacket); // 0 = send zonewide
virtual ~BulkZoneSpawnPacket();
bool AddSpawn(NewSpawn_Struct* ns);
void SendBuffer(); // Sends the buffer and cleans up everything - can safely re-use the object after this function call (no need to free and do another new)
private:
uint32 pMaxSpawnsPerPacket;
uint32 index;
NewSpawn_Struct* data;
Client* pSendTo;
};
#endif