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sapphire/src/servers/sapphire_zone/Actor/BNpcTemplate.cpp

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#include "BNpcTemplate.h"
#include <string>
Core::Entity::BNpcTemplate::BNpcTemplate( uint32_t baseId, uint32_t nameId, uint64_t weaponMain, uint64_t weaponSub,
uint8_t aggressionMode, uint8_t enemyType, uint8_t onlineStatus, uint8_t pose,
uint16_t modelChara, uint32_t displayFlags, uint32_t* modelEquip,
uint8_t* customize ) :
m_bNpcBaseId( baseId ),
m_bNpcNameId( nameId ),
m_weaponMain( weaponMain ),
m_weaponSub( weaponSub ),
m_aggressionMode( aggressionMode ),
m_enemyType( enemyType ),
m_onlineStatus( onlineStatus ),
m_pose( pose ),
m_modelChara( modelChara ),
m_displayFlags( displayFlags )
{
if( modelEquip )
memcpy( m_modelEquip, modelEquip, sizeof( m_modelEquip ) );
if( customize )
memcpy( m_customize, customize, sizeof( m_customize ) );
}
Core::Entity::BNpcTemplate::~BNpcTemplate()
{
}
uint32_t Core::Entity::BNpcTemplate::getBNpcBaseId() const
{
return m_bNpcBaseId;
}
void Core::Entity::BNpcTemplate::setBNpcBaseId( uint32_t bNpcBaseId )
{
m_bNpcBaseId = bNpcBaseId;
}
uint32_t Core::Entity::BNpcTemplate::getBNpcNameId() const
{
return m_bNpcNameId;
}
void Core::Entity::BNpcTemplate::setBNpcNameId( uint32_t bNpcNameId )
{
m_bNpcNameId = bNpcNameId;
}
uint64_t Core::Entity::BNpcTemplate::getWeaponMain() const
{
return m_weaponMain;
}
void Core::Entity::BNpcTemplate::setWeaponMain( uint64_t weaponMain )
{
m_weaponMain = weaponMain;
}
uint64_t Core::Entity::BNpcTemplate::getWeaponSub() const
{
return m_weaponSub;
}
void Core::Entity::BNpcTemplate::setWeaponSub( uint64_t weaponSub )
{
m_weaponSub = weaponSub;
}
uint8_t Core::Entity::BNpcTemplate::getAggressionMode() const
{
return m_aggressionMode;
}
void Core::Entity::BNpcTemplate::setAggressionMode( uint8_t aggressionMode )
{
m_aggressionMode = aggressionMode;
}
uint8_t Core::Entity::BNpcTemplate::getEnemyType() const
{
return m_enemyType;
}
void Core::Entity::BNpcTemplate::setEnemyType( uint8_t enemyType )
{
m_enemyType = enemyType;
}
uint8_t Core::Entity::BNpcTemplate::getOnlineStatus() const
{
return m_onlineStatus;
}
void Core::Entity::BNpcTemplate::setOnlineStatus( uint8_t onlineStatus )
{
m_onlineStatus = onlineStatus;
}
uint8_t Core::Entity::BNpcTemplate::getPose() const
{
return m_pose;
}
void Core::Entity::BNpcTemplate::setPose( uint8_t pose )
{
m_pose = pose;
}
uint16_t Core::Entity::BNpcTemplate::getModelChara() const
{
return m_modelChara;
}
void Core::Entity::BNpcTemplate::setModelChara( uint16_t modelChara )
{
m_modelChara = modelChara;
}
uint32_t Core::Entity::BNpcTemplate::getDisplayFlags() const
{
return m_displayFlags;
}
void Core::Entity::BNpcTemplate::setDisplayFlags( uint32_t displayFlags )
{
m_displayFlags = displayFlags;
}
const uint32_t* Core::Entity::BNpcTemplate::getModelEquip() const
{
return m_modelEquip;
}
const uint8_t* Core::Entity::BNpcTemplate::getCustomize() const
{
return m_customize;
}