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https://github.com/DarkflameUniverse/DarkflameServer.git
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Everything done, now to test
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@ -7,6 +7,7 @@
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#include <cstdint>
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#include <cstdint>
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#include <set>
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#include <set>
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#include <string>
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#include <string>
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#include "dTypeDefs.h"
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#include "BitStream.h"
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#include "BitStream.h"
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#include "BitStreamUtils.h"
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#include "BitStreamUtils.h"
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#include "MessageType/Client.h"
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#include "MessageType/Client.h"
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@ -38,29 +39,6 @@ constexpr uint32_t lowFrameDelta = FRAMES_TO_MS(lowFramerate);
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#define SEND_PACKET Game::server->Send(bitStream, sysAddr, false);
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#define SEND_PACKET Game::server->Send(bitStream, sysAddr, false);
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#define SEND_PACKET_BROADCAST Game::server->Send(bitStream, UNASSIGNED_SYSTEM_ADDRESS, true);
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#define SEND_PACKET_BROADCAST Game::server->Send(bitStream, UNASSIGNED_SYSTEM_ADDRESS, true);
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//=========== TYPEDEFS ==========
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using LOT = int32_t; //!< A LOT
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using LWOOBJID = int64_t; //!< An object ID (should be unsigned actually but ok)
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using TSkillID = int32_t; //!< A skill ID
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using LWOCLONEID = uint32_t; //!< Used for Clone IDs
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using LWOMAPID = uint16_t; //!< Used for Map IDs
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using LWOINSTANCEID = uint16_t; //!< Used for Instance IDs
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using PROPERTYCLONELIST = uint32_t; //!< Used for Property Clone IDs
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using StripId = uint32_t;
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constexpr LWOOBJID LWOOBJID_EMPTY = 0; //!< An empty object ID
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constexpr LOT LOT_NULL = -1; //!< A null LOT
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constexpr int32_t LOOTTYPE_NONE = 0; //!< No loot type available
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constexpr float SECONDARY_PRIORITY = 1.0f; //!< Secondary Priority
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constexpr uint32_t INVENTORY_MAX = 9999999; //!< The Maximum Inventory Size
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constexpr LWOCLONEID LWOCLONEID_INVALID = -1; //!< Invalid LWOCLONEID
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constexpr LWOINSTANCEID LWOINSTANCEID_INVALID = -1; //!< Invalid LWOINSTANCEID
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constexpr LWOMAPID LWOMAPID_INVALID = -1; //!< Invalid LWOMAPID
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constexpr uint64_t LWOZONEID_INVALID = 0; //!< Invalid LWOZONEID
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constexpr float PI = 3.14159f;
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//============ STRUCTS ==============
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//============ STRUCTS ==============
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struct LWOSCENEID {
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struct LWOSCENEID {
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29
dCommon/dTypeDefs.h
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29
dCommon/dTypeDefs.h
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@ -0,0 +1,29 @@
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#pragma once
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#ifndef __DTYPEDEFS__H__
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#define __DTYPEDEFS__H__
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#include <cstdint>
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using LOT = int32_t; //!< A LOT
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using LWOOBJID = int64_t; //!< An object ID (should be unsigned actually but ok)
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using TSkillID = int32_t; //!< A skill ID
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using LWOCLONEID = uint32_t; //!< Used for Clone IDs
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using LWOMAPID = uint16_t; //!< Used for Map IDs
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using LWOINSTANCEID = uint16_t; //!< Used for Instance IDs
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using PROPERTYCLONELIST = uint32_t; //!< Used for Property Clone IDs
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using StripId = uint32_t;
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constexpr LWOOBJID LWOOBJID_EMPTY = 0; //!< An empty object ID
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constexpr LOT LOT_NULL = -1; //!< A null LOT
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constexpr int32_t LOOTTYPE_NONE = 0; //!< No loot type available
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constexpr float SECONDARY_PRIORITY = 1.0f; //!< Secondary Priority
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constexpr uint32_t INVENTORY_MAX = 9999999; //!< The Maximum Inventory Size
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constexpr LWOCLONEID LWOCLONEID_INVALID = -1; //!< Invalid LWOCLONEID
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constexpr LWOINSTANCEID LWOINSTANCEID_INVALID = -1; //!< Invalid LWOINSTANCEID
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constexpr LWOMAPID LWOMAPID_INVALID = -1; //!< Invalid LWOMAPID
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constexpr uint64_t LWOZONEID_INVALID = 0; //!< Invalid LWOZONEID
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constexpr float PI = 3.14159f;
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#endif // __DTYPEDEFS__H__
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@ -29,4 +29,5 @@ target_include_directories(dNet PRIVATE
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"${PROJECT_SOURCE_DIR}/dGame/dInventory" # via PossessableComponent.h
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"${PROJECT_SOURCE_DIR}/dGame/dInventory" # via PossessableComponent.h
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"${PROJECT_SOURCE_DIR}/dGame/dUtilities" # via Item.h
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"${PROJECT_SOURCE_DIR}/dGame/dUtilities" # via Item.h
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"${PROJECT_SOURCE_DIR}/dScripts" # transitive through components
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"${PROJECT_SOURCE_DIR}/dScripts" # transitive through components
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"${PROJECT_SOURCE_DIR}/dChatFilter" # for chat message handling
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)
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)
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@ -8,6 +8,7 @@
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#include "User.h"
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#include "User.h"
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#include "Character.h"
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#include "Character.h"
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#include "dChatFilter.h"
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#include "dChatFilter.h"
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#include "ChatPackets.h"
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namespace WorldPackets {
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namespace WorldPackets {
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@ -154,7 +155,7 @@ namespace WorldPackets {
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void PositionUpdate::Handle() {
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void PositionUpdate::Handle() {
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Entity* entity = Game::entityManager->GetEntity(objectID);
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Entity* entity = Game::entityManager->GetEntity(objectID);
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if (entity) entity->ProcessPositionUpdate(positionUpdate);
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if (entity) entity->ProcessPositionUpdate(*this);
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}
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}
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