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https://github.com/DarkflameUniverse/DarkflameServer.git
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Merge remote-tracking branch 'upstream/main' into PetFixes
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@@ -4,6 +4,20 @@ set(DGAME_DGAMEMESSAGES_SOURCES
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"PropertyDataMessage.cpp"
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"PropertySelectQueryProperty.cpp")
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add_library(dGameMessages STATIC ${DGAME_DGAMEMESSAGES_SOURCES})
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target_link_libraries(dGameMessages PUBLIC dDatabase)
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add_library(dGameMessages OBJECT ${DGAME_DGAMEMESSAGES_SOURCES})
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target_link_libraries(dGameMessages
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PUBLIC dDatabase
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INTERFACE dGameBase # TradingManager
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)
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target_include_directories(dGameMessages PUBLIC "."
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PRIVATE
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"${PROJECT_SOURCE_DIR}/dGame/dComponents" # direct MissionComponent.h
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"${PROJECT_SOURCE_DIR}/dGame/dUtilities" # direct SlashCommandHandler.h
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"${PROJECT_SOURCE_DIR}/dGame/dPropertyBehaviors" # direct ControlBehaviors.h
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"${PROJECT_SOURCE_DIR}/dGame/dMission" # via MissionComponent.h
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"${PROJECT_SOURCE_DIR}/dGame/dBehaviors" # via InventoryComponent.h
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"${PROJECT_SOURCE_DIR}/dGame/dInventory" # via InventoryComponent.h
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"${PROJECT_SOURCE_DIR}/dGame/dEntity" # via dZoneManager/Spawner.h
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"${PROJECT_SOURCE_DIR}/dZoneManager" # via GameMessages.cpp, GameMessageHandler.cpp
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)
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target_precompile_headers(dGameMessages REUSE_FROM dGameBase)
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@@ -324,8 +324,8 @@ void GameMessages::SendPlayNDAudioEmitter(Entity* entity, const SystemAddress& s
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bitStream.Write(entity->GetObjectID());
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bitStream.Write(eGameMessageType::PLAY_ND_AUDIO_EMITTER);
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bitStream.Write0();
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bitStream.Write0();
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bitStream.Write0(); // callback message data {lwoobjid}
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bitStream.Write0(); // audio emitterid {uint32_t}
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uint32_t length = audioGUID.size();
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bitStream.Write(length);
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@@ -333,9 +333,9 @@ void GameMessages::SendPlayNDAudioEmitter(Entity* entity, const SystemAddress& s
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bitStream.Write<char>(audioGUID[k]);
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}
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bitStream.Write<uint32_t>(0);
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bitStream.Write0();
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bitStream.Write0();
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bitStream.Write<uint32_t>(0); // size of NDAudioMetaEventName (then print the string like the guid)
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bitStream.Write0(); // result {bool}
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bitStream.Write0(); // m_TargetObjectIDForNDAudioCallbackMessages {lwoobjid}
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SEND_PACKET_BROADCAST;
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}
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