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Basic class to hold BNpcTemplate information
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141
src/servers/sapphire_zone/Actor/BNpcTemplate.cpp
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141
src/servers/sapphire_zone/Actor/BNpcTemplate.cpp
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#include "BNpcTemplate.h"
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#include <string>
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Core::Entity::BNpcTemplate::BNpcTemplate( uint32_t baseId, uint32_t nameId, uint64_t weaponMain, uint64_t weaponSub,
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uint8_t aggressionMode, uint8_t enemyType, uint8_t onlineStatus, uint8_t pose,
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uint16_t modelChara, uint32_t displayFlags, uint32_t* modelEquip,
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uint8_t* customize ) :
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m_bNpcBaseId( baseId ),
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m_bNpcNameId( nameId ),
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m_weaponMain( weaponMain ),
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m_weaponSub( weaponSub ),
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m_aggressionMode( aggressionMode ),
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m_enemyType( enemyType ),
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m_onlineStatus( onlineStatus ),
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m_pose( pose ),
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m_modelChara( modelChara ),
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m_displayFlags( displayFlags )
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{
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if( modelEquip )
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memcpy( m_modelEquip, modelEquip, sizeof( m_modelEquip) );
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if( customize )
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memcpy( m_customize, customize, sizeof( m_customize) );
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}
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Core::Entity::BNpcTemplate::~BNpcTemplate()
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{
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}
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uint32_t Core::Entity::BNpcTemplate::getBNpcBaseId() const
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{
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return m_bNpcBaseId;
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}
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void Core::Entity::BNpcTemplate::setBNpcBaseId( uint32_t bNpcBaseId )
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{
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m_bNpcBaseId = bNpcBaseId;
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}
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uint32_t Core::Entity::BNpcTemplate::getBNpcNameId() const
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{
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return m_bNpcNameId;
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}
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void Core::Entity::BNpcTemplate::setBNpcNameId( uint32_t bNpcNameId )
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{
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m_bNpcNameId = bNpcNameId;
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}
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uint64_t Core::Entity::BNpcTemplate::getWeaponMain() const
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{
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return m_weaponMain;
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}
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void Core::Entity::BNpcTemplate::setWeaponMain( uint64_t weaponMain )
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{
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m_weaponMain = weaponMain;
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}
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uint64_t Core::Entity::BNpcTemplate::getWeaponSub() const
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{
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return m_weaponSub;
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}
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void Core::Entity::BNpcTemplate::setWeaponSub( uint64_t weaponSub )
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{
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m_weaponSub = weaponSub;
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}
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uint8_t Core::Entity::BNpcTemplate::getAggressionMode() const
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{
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return m_aggressionMode;
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}
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void Core::Entity::BNpcTemplate::setAggressionMode( uint8_t aggressionMode )
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{
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m_aggressionMode = aggressionMode;
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}
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uint8_t Core::Entity::BNpcTemplate::getEnemyType() const
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{
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return m_enemyType;
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}
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void Core::Entity::BNpcTemplate::setEnemyType( uint8_t enemyType )
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{
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m_enemyType = enemyType;
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}
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uint8_t Core::Entity::BNpcTemplate::getOnlineStatus() const
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{
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return m_onlineStatus;
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}
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void Core::Entity::BNpcTemplate::setOnlineStatus( uint8_t onlineStatus )
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{
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m_onlineStatus = onlineStatus;
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}
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uint8_t Core::Entity::BNpcTemplate::getPose() const
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{
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return m_pose;
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}
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void Core::Entity::BNpcTemplate::setPose( uint8_t pose )
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{
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m_pose = pose;
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}
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uint16_t Core::Entity::BNpcTemplate::getModelChara() const
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{
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return m_modelChara;
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}
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void Core::Entity::BNpcTemplate::setModelChara( uint16_t modelChara )
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{
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m_modelChara = modelChara;
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}
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uint32_t Core::Entity::BNpcTemplate::getDisplayFlags() const
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{
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return m_displayFlags;
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}
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void Core::Entity::BNpcTemplate::setDisplayFlags( uint32_t displayFlags )
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{
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m_displayFlags = displayFlags;
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}
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const uint32_t* Core::Entity::BNpcTemplate::getModelEquip() const
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{
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return m_modelEquip;
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}
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const uint8_t* Core::Entity::BNpcTemplate::getCustomize() const
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{
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return m_customize;
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}
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src/servers/sapphire_zone/Actor/BNpcTemplate.h
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src/servers/sapphire_zone/Actor/BNpcTemplate.h
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#ifndef SAPPHIRE_BNPCTEMPLATE_H
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#define SAPPHIRE_BNPCTEMPLATE_H
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#include <stdint.h>
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/*g_log.info( "|----> " + std::to_string( instance.bNPCBase ) +
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" " + std::to_string( instance.mainWeaponModel ) +
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", " + std::to_string( instance.secWeaponModel ) +
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", " + std::to_string( instance.aggressionMode ) +
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", " + std::to_string( instance.enemyType ) +
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", " + std::to_string( instance.onlineStatus ) +
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", " + std::to_string( instance.pose ) +
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", " + std::to_string( instance.modelChara ) +
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", " + std::to_string( instance.displayFlags ) +
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", " + modelStr +
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", " + cusStr +
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", " + std::to_string( instance.gimmickId ) */
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namespace Core
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{
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namespace Entity
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{
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class BNpcTemplate
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{
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private:
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uint32_t m_bNpcBaseId;
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uint32_t m_bNpcNameId;
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uint64_t m_weaponMain;
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uint64_t m_weaponSub;
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uint8_t m_aggressionMode;
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uint8_t m_enemyType;
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uint8_t m_onlineStatus;
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uint8_t m_pose;
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uint16_t m_modelChara;
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uint32_t m_displayFlags;
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uint32_t m_modelEquip[10];
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uint8_t m_customize[26];
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public:
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BNpcTemplate() {};
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BNpcTemplate( uint32_t baseId, uint32_t nameId, uint64_t weaponMain, uint64_t weaponSub, uint8_t aggressionMode,
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uint8_t enemyType, uint8_t onlineStatus, uint8_t pose, uint16_t modelChara, uint32_t displayFlags = 0,
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uint32_t* modelEquip = nullptr, uint8_t* customize = nullptr );
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virtual ~BNpcTemplate();
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uint32_t getBNpcBaseId() const;
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void setBNpcBaseId( uint32_t bNpcBaseId );
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uint32_t getBNpcNameId() const;
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void setBNpcNameId( uint32_t bNpcNameId );
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uint64_t getWeaponMain() const;
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void setWeaponMain( uint64_t weaponMain );
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uint64_t getWeaponSub() const;
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void setWeaponSub( uint64_t weaponSub );
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uint8_t getAggressionMode() const;
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void setAggressionMode( uint8_t aggressionMode );
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uint8_t getEnemyType() const;
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void setEnemyType( uint8_t enemyType );
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uint8_t getOnlineStatus() const;
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void setOnlineStatus( uint8_t m_onlineStatus );
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uint8_t getPose() const;
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void setPose( uint8_t m_pose );
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uint16_t getModelChara() const;
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void setModelChara( uint16_t modelChara );
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uint32_t getDisplayFlags() const;
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void setDisplayFlags( uint32_t displayFlags );
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const uint32_t *getModelEquip() const;
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const uint8_t *getCustomize() const;
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};
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}
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}
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#endif //SAPPHIRE_BNPCTEMPLATE_H
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@ -39,6 +39,7 @@ namespace Core
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TYPE_FORWARD( Chara );
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TYPE_FORWARD( Player );
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TYPE_FORWARD( EventObject );
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TYPE_FORWARD( BNpcTemplate );
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}
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namespace Event
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