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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
Fix whitespace
Convert to tabs and remove trailing whitespace
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@@ -36,11 +36,11 @@ bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t s
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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const auto branch = BehaviorBranchContext(target, 0);
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behavior->Handle(context, bitStream, branch);
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context->ExecuteUpdates();
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return !context->failed;
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}
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@@ -76,11 +76,11 @@ void SkillComponent::SyncPlayerProjectile(const LWOOBJID projectileId, RakNet::B
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break;
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}
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}
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if (index == -1)
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{
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Game::logger->Log("SkillComponent", "Failed to find projectile id (%llu)!\n", projectileId);
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return;
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}
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@@ -88,7 +88,7 @@ void SkillComponent::SyncPlayerProjectile(const LWOOBJID projectileId, RakNet::B
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
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query.bind(1, (int) sync_entry.lot);
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query.bind(1, (int) sync_entry.lot);
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auto result = query.execQuery();
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@@ -112,7 +112,7 @@ void SkillComponent::SyncPlayerProjectile(const LWOOBJID projectileId, RakNet::B
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{
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branch.target = target;
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}
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behavior->Handle(sync_entry.context, bitStream, branch);
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this->m_managedProjectiles.erase(this->m_managedProjectiles.begin() + index);
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@@ -126,7 +126,7 @@ void SkillComponent::RegisterPlayerProjectile(const LWOOBJID projectileId, Behav
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entry.branchContext = branch;
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entry.lot = lot;
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entry.id = projectileId;
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this->m_managedProjectiles.push_back(entry);
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}
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@@ -138,7 +138,7 @@ void SkillComponent::Update(const float deltaTime)
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}
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std::map<uint32_t, BehaviorContext*> keep {};
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for (const auto& pair : this->m_managedBehaviors)
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{
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auto* context = pair.second;
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@@ -147,7 +147,7 @@ void SkillComponent::Update(const float deltaTime)
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{
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continue;
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}
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if (context->clientInitalized)
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{
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context->CalculateUpdate(deltaTime);
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@@ -161,7 +161,7 @@ void SkillComponent::Update(const float deltaTime)
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if (context->syncEntries.empty() && context->timerEntries.empty())
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{
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auto any = false;
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for (const auto& projectile : this->m_managedProjectiles)
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{
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if (projectile.context == context)
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@@ -177,13 +177,13 @@ void SkillComponent::Update(const float deltaTime)
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context->Reset();
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delete context;
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context = nullptr;
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continue;
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}
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}
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keep.insert_or_assign(pair.first, context);
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}
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@@ -251,9 +251,9 @@ SkillExecutionResult SkillComponent::CalculateBehavior(const uint32_t skillId, c
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context->caster = m_Parent->GetObjectID();
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context->clientInitalized = clientInitalized;
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context->foundTarget = target != LWOOBJID_EMPTY || ignoreTarget || clientInitalized;
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behavior->Calculate(context, bitStream, { target, 0});
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for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
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@@ -275,7 +275,7 @@ SkillExecutionResult SkillComponent::CalculateBehavior(const uint32_t skillId, c
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{
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// Echo start skill
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GameMessages::EchoStartSkill start;
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start.iCastType = 0;
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start.skillID = skillId;
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start.uiSkillHandle = context->skillUId;
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@@ -350,7 +350,7 @@ void SkillComponent::CalculateUpdate(const float deltaTime)
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const auto targetPosition = target->GetPosition();
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const auto closestPoint = Vector3::ClosestPointOnLine(entry.lastPosition, position, targetPosition);
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const auto distance = Vector3::DistanceSquared(targetPosition, closestPoint);
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if (distance > 3 * 3)
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@@ -396,12 +396,12 @@ void SkillComponent::CalculateUpdate(const float deltaTime)
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}
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entry.lastPosition = position;
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managedProjectile = entry;
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}
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std::vector<ProjectileSyncEntry> valid;
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for (auto& entry : this->m_managedProjectiles)
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{
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if (entry.calculation)
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@@ -409,7 +409,7 @@ void SkillComponent::CalculateUpdate(const float deltaTime)
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if (entry.time >= entry.maxTime)
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{
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entry.branchContext.target = LWOOBJID_EMPTY;
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SyncProjectileCalculation(entry);
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continue;
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@@ -450,13 +450,13 @@ void SkillComponent::SyncProjectileCalculation(const ProjectileSyncEntry& entry)
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const auto behaviorId = static_cast<uint32_t>(result.getIntField(0));
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result.finalize();
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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auto* bitStream = new RakNet::BitStream();
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behavior->Calculate(entry.context, bitStream, entry.branchContext);
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GameMessages::DoClientProjectileImpact projectileImpact;
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projectileImpact.sBitStream.assign((char*) bitStream->GetData(), bitStream->GetNumberOfBytesUsed());
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@@ -492,19 +492,19 @@ void SkillComponent::HandleUnmanaged(const uint32_t behaviorId, const LWOOBJID t
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delete bitStream;
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delete context;
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delete context;
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}
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void SkillComponent::HandleUnCast(const uint32_t behaviorId, const LWOOBJID target)
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{
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auto* context = new BehaviorContext(target);
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context->caster = target;
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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behavior->UnCast(context, { target });
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delete context;
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}
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