mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-21 21:17:25 +00:00
convert to unix line endings
This commit is contained in:
parent
ea86988521
commit
72477e01e2
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#include "ZCompression.h"
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#include "ZCompression.h"
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#ifndef _WIN32
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#pragma once
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#pragma once
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#include <cstdint>
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#include "Player.h"
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#include "Player.h"
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#include <ctime>
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#pragma once
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#pragma once
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#include "Entity.h"
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#include "AirMovementBehavior.h"
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#include "AirMovementBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "EntityManager.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class AirMovementBehavior final : public Behavior
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#include "AndBehavior.h"
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#include "AndBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "dLogger.h"
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#pragma once
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#pragma once
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#include <vector>
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#include "AreaOfEffectBehavior.h"
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#include "AreaOfEffectBehavior.h"
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#include <vector>
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#pragma once
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#pragma once
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#include "Behavior.h"
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class AreaOfEffectBehavior final : public Behavior
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#include "AttackDelayBehavior.h"
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#include "AttackDelayBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "Game.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class AttackDelayBehavior final : public Behavior
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#include "BasicAttackBehavior.h"
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#include "BasicAttackBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "dLogger.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class BasicAttackBehavior final : public Behavior
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#include <sstream>
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#include <sstream>
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#include <algorithm>
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#include "Behavior.h"
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#pragma once
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#pragma once
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#include <map>
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#include <string>
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#include "BehaviorBranchContext.h"
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#include "BehaviorBranchContext.h"
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BehaviorBranchContext::BehaviorBranchContext() {
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#pragma once
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#pragma once
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include "BehaviorContext.h"
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#include "BehaviorContext.h"
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#include "Behavior.h"
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#include "BehaviorBranchContext.h"
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#include "EntityManager.h"
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#pragma once
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#pragma once
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#include "RakPeerInterface.h"
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#include "dCommonVars.h"
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#pragma once
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#pragma once
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#ifndef BEHAVIORSLOT_H
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#define BEHAVIORSLOT_H
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#include "BehaviorTemplates.h"
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#include "BehaviorTemplates.h"
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#pragma once
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#pragma once
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enum class BehaviorTemplates : unsigned int {
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BEHAVIOR_EMPTY, // Not a real behavior, indicates invalid behaviors
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#include "BlockBehavior.h"
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#include "BlockBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class BlockBehavior final : public Behavior
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#include "BuffBehavior.h"
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#include "BuffBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class BuffBehavior final : public Behavior
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#include "ChainBehavior.h"
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#include "ChainBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "dLogger.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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#include "ChargeUpBehavior.h"
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#include "ChargeUpBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "dLogger.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class ChargeUpBehavior final : public Behavior
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#include "ClearTargetBehavior.h"
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#include "ClearTargetBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class ClearTargetBehavior final : public Behavior
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#include "DamageAbsorptionBehavior.h"
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#include "DamageAbsorptionBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class DamageAbsorptionBehavior final : public Behavior
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#include "DurationBehavior.h"
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#include "DurationBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class DurationBehavior final : public Behavior
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#include "EmptyBehavior.h"
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#include "EmptyBehavior.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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#include "EndBehavior.h"
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#include "EndBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class EndBehavior final : public Behavior
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#include "ForceMovementBehavior.h"
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#include "ForceMovementBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "ControllablePhysicsComponent.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class ForceMovementBehavior final : public Behavior
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#include "HealBehavior.h"
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#include "HealBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "dLogger.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class HealBehavior final : public Behavior
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#include "ImaginationBehavior.h"
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#include "ImaginationBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "DestroyableComponent.h"
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#include "dpWorld.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class ImaginationBehavior final : public Behavior
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#include "ImmunityBehavior.h"
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#include "ImmunityBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class ImmunityBehavior final : public Behavior
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#include "InterruptBehavior.h"
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#include "InterruptBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "Game.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class InterruptBehavior final : public Behavior
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#define _USE_MATH_DEFINES
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#define _USE_MATH_DEFINES
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#include <cmath>
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#include "KnockbackBehavior.h"
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#include "BehaviorBranchContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class KnockbackBehavior final : public Behavior
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#include "MovementSwitchBehavior.h"
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#include "MovementSwitchBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "dLogger.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class MovementSwitchBehavior final : public Behavior
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#include "NpcCombatSkillBehavior.h"
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#include "NpcCombatSkillBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class NpcCombatSkillBehavior final : public Behavior
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#include "PlayEffectBehavior.h"
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#include "PlayEffectBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class PlayEffectBehavior final : public Behavior
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#include "ProjectileAttackBehavior.h"
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#include "ProjectileAttackBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "EntityManager.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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#include "NiPoint3.h"
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#include "PullToPointBehavior.h"
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#include "PullToPointBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class PullToPointBehavior final : public Behavior
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#include "RepairBehavior.h"
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#include "RepairBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "DestroyableComponent.h"
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#include "dpWorld.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class RepairBehavior final : public Behavior
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#include "SkillCastFailedBehavior.h"
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#include "SkillCastFailedBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class SkillCastFailedBehavior final : public Behavior
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#include "SpawnBehavior.h"
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#include "SpawnBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class SpawnBehavior final : public Behavior
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#include "SpawnQuickbuildBehavior.h"
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#include "SpawnQuickbuildBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class SpawnQuickbuildBehavior final : public Behavior
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#include "StartBehavior.h"
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#include "StartBehavior.h"
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#include "BehaviorBranchContext.h"
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void StartBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, BehaviorBranchContext branch) {
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#pragma once
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#pragma once
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#include "Behavior.h"
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class StartBehavior final : public Behavior
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#include "StunBehavior.h"
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#include "StunBehavior.h"
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#include "BaseCombatAIComponent.h"
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#include "BehaviorBranchContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class StunBehavior final : public Behavior
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#include "SwitchBehavior.h"
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#include "SwitchBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "EntityManager.h"
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#include "dLogger.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class SwitchBehavior final : public Behavior
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#include "SwitchMultipleBehavior.h"
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#include "SwitchMultipleBehavior.h"
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#include <sstream>
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#pragma once
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#pragma once
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#include "Behavior.h"
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#include <vector>
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#include "TacArcBehavior.h"
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#include "TacArcBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "dLogger.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include "TargetCasterBehavior.h"
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#include "TargetCasterBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class TargetCasterBehavior final : public Behavior
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#include "VerifyBehavior.h"
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#include "VerifyBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "EntityManager.h"
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#include "NiPoint3.h"
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#pragma once
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#pragma once
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#include "Behavior.h"
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class VerifyBehavior final : public Behavior
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#include "MovementAIComponent.h"
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#include "MovementAIComponent.h"
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#include <utility>
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#include <cmath>
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||||
|
@ -1,4 +1,4 @@
|
||||
#pragma once
|
||||
#pragma once
|
||||
|
||||
#include <map>
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "PropertyManagementComponent.h"
|
||||
#include "PropertyManagementComponent.h"
|
||||
|
||||
#include <sstream>
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
#pragma once
|
||||
#pragma once
|
||||
|
||||
#include <chrono>
|
||||
#include "Entity.h"
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "PropertyVendorComponent.h"
|
||||
#include "PropertyVendorComponent.h"
|
||||
|
||||
#include "PropertyDataMessage.h"
|
||||
#include "GameMessages.h"
|
||||
|
@ -1,4 +1,4 @@
|
||||
#pragma once
|
||||
#pragma once
|
||||
|
||||
#include "Entity.h"
|
||||
#include "Component.h"
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "PropertyDataMessage.h"
|
||||
#include "PropertyDataMessage.h"
|
||||
|
||||
#include "GeneralUtils.h"
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
#pragma once
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "PropertySelectQueryProperty.h"
|
||||
#include "PropertySelectQueryProperty.h"
|
||||
|
||||
void PropertySelectQueryProperty::Serialize(RakNet::BitStream& stream) const {
|
||||
stream.Write(CloneId);
|
||||
|
@ -1,4 +1,4 @@
|
||||
#pragma once
|
||||
#pragma once
|
||||
|
||||
#ifndef PROPERTYSELECTQUERY_H
|
||||
#define PROPERTYSELECTQUERY_H
|
||||
|
@ -1 +1 @@
|
||||
#include "EquippedItem.h"
|
||||
#include "EquippedItem.h"
|
||||
|
@ -1,4 +1,4 @@
|
||||
#pragma once
|
||||
#pragma once
|
||||
|
||||
#ifndef INVENTORY_H
|
||||
#define INVENTORY_H
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "Item.h"
|
||||
#include "Item.h"
|
||||
|
||||
#include <sstream>
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
#pragma once
|
||||
#pragma once
|
||||
|
||||
#include "dCommonVars.h"
|
||||
#include "Inventory.h"
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "ItemSet.h"
|
||||
#include "ItemSet.h"
|
||||
|
||||
#include "InventoryComponent.h"
|
||||
#include "Entity.h"
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user