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Merge remote-tracking branch 'origin/main' into chore--mount-imporvements
# Conflicts: # dGame/dGameMessages/GameMessages.h
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@@ -13,6 +13,7 @@
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#include "Brick.h"
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#include "MessageType/Game.h"
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#include "eGameMasterLevel.h"
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#include "LDFFormat.h"
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class AMFBaseValue;
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class AMFArrayValue;
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@@ -102,9 +103,11 @@ namespace GameMessages {
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void SendPlayNDAudioEmitter(Entity* entity, const SystemAddress& sysAddr, std::string audioGUID);
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void SendStartPathing(Entity* entity);
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// special is for the FV tree platform, feature is complete if we just do that so meh
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void SendPlatformResync(Entity* entity, const SystemAddress& sysAddr, bool bStopAtDesiredWaypoint = false,
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int iIndex = 0, int iDesiredWaypointIndex = 1, int nextIndex = 1,
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eMovementPlatformState movementState = eMovementPlatformState::Moving);
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eMovementPlatformState movementState = eMovementPlatformState::Moving, bool special = false);
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void SendResetMissions(Entity* entity, const SystemAddress& sysAddr, const int32_t missionid = -1);
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void SendRestoreToPostLoadStats(Entity* entity, const SystemAddress& sysAddr);
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@@ -711,7 +714,7 @@ namespace GameMessages {
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bool translate{};
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int32_t time{};
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std::u16string id{};
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std::vector<LDFBaseData*> localizeParams{};
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LwoNameValue localizeParams{};
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std::u16string imageName{};
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std::u16string text{};
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void Serialize(RakNet::BitStream& bitStream) const override;
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@@ -734,7 +737,7 @@ namespace GameMessages {
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struct ConfigureRacingControl : public GameMsg {
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ConfigureRacingControl() : GameMsg(MessageType::Game::CONFIGURE_RACING_CONTROL) {}
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std::vector<std::unique_ptr<LDFBaseData>> racingSettings{};
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LwoNameValue racingSettings{};
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};
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struct SetModelToBuild : public GameMsg {
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@@ -754,7 +757,7 @@ namespace GameMessages {
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struct ActivityNotify : public GameMsg {
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ActivityNotify() : GameMsg(MessageType::Game::ACTIVITY_NOTIFY) {}
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std::vector<std::unique_ptr<LDFBaseData>> notification{};
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LwoNameValue notification{};
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};
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struct ShootingGalleryFire : public GameMsg {
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@@ -970,5 +973,12 @@ namespace GameMessages {
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LWOOBJID possessedId{ LWOOBJID_EMPTY };
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int32_t setId{ -1 };
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};
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struct ObjectLoaded : public GameMsg {
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ObjectLoaded() : GameMsg(MessageType::Game::OBJECT_LOADED) {}
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LWOOBJID objectID{};
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LOT lot{};
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};
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};
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#endif // GAMEMESSAGES_H
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