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https://github.com/SapphireServer/Sapphire.git
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fix indent: episode 2
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parent
f20d3adc61
commit
b1d1d885a7
1 changed files with 110 additions and 110 deletions
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@ -128,8 +128,8 @@ void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& in
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switch( commandId )
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{
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case ClientTrigger::ToggleSeathe: // Toggle sheathe
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{
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case ClientTrigger::ToggleSeathe: // Toggle sheathe
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{
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if ( param11 == 1 )
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player.setStance( Entity::Chara::Stance::Active );
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else
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@ -141,9 +141,9 @@ void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& in
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player.sendToInRangeSet( ActorControlPacket142( player.getId(), 0, param11, 1 ) );
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break;
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}
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case ClientTrigger::ToggleAutoAttack: // Toggle auto-attack
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{
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}
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case ClientTrigger::ToggleAutoAttack: // Toggle auto-attack
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{
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if ( param11 == 1 )
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{
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player.setAutoattack( true );
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@ -155,135 +155,135 @@ void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& in
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player.sendToInRangeSet( ActorControlPacket142( player.getId(), 1, param11, 1 ) );
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break;
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}
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case ClientTrigger::ChangeTarget: // Change target
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{
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}
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case ClientTrigger::ChangeTarget: // Change target
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{
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uint64_t targetId = inPacket.getValAt< uint64_t >( 0x24 );
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player.changeTarget( targetId );
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break;
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}
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case ClientTrigger::Dismount:
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{
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player.dismount();
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break;
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}
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case ClientTrigger::RemoveStatusEffect: // Remove status (clicking it off)
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{
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// todo: check if status can be removed by client from exd
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player.removeSingleStatusEffectById( static_cast< uint32_t >( param1 ) );
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break;
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}
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case ClientTrigger::CastCancel: // Cancel cast
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{
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if( player.getCurrentAction() )
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player.getCurrentAction()->setInterrupted();
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break;
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}
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case ClientTrigger::MarkPlayer: // Mark player
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{
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break;
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}
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case ClientTrigger::SetTitle: // Set player title
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{
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player.setTitle( static_cast< uint16_t >( param1 ) );
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break;
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}
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case ClientTrigger::TitleList: // Get title list
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{
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player.sendTitleList();
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break;
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}
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case ClientTrigger::UpdatedSeenHowTos: // Update howtos seen
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{
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}
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case ClientTrigger::Dismount:
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{
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player.dismount();
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break;
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}
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case ClientTrigger::RemoveStatusEffect: // Remove status (clicking it off)
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{
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// todo: check if status can be removed by client from exd
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player.removeSingleStatusEffectById( static_cast< uint32_t >( param1 ) );
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break;
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}
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case ClientTrigger::CastCancel: // Cancel cast
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{
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if( player.getCurrentAction() )
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player.getCurrentAction()->setInterrupted();
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break;
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}
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case ClientTrigger::MarkPlayer: // Mark player
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{
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break;
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}
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case ClientTrigger::SetTitle: // Set player title
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{
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player.setTitle( static_cast< uint16_t >( param1 ) );
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break;
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}
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case ClientTrigger::TitleList: // Get title list
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{
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player.sendTitleList();
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break;
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}
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case ClientTrigger::UpdatedSeenHowTos: // Update howtos seen
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{
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uint32_t howToId = param11;
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player.updateHowtosSeen( howToId );
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break;
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}
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case ClientTrigger::Emote: // emote
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{
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}
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case ClientTrigger::Emote: // emote
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{
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uint64_t targetId = player.getTargetId();
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uint32_t emoteId = inPacket.getValAt< uint32_t >( 0x24 );
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player.emote( emoteId, targetId );
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break;
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}
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case ClientTrigger::PersistantEmoteCancel: // cancel persistant emote
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{
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}
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case ClientTrigger::PersistantEmoteCancel: // cancel persistant emote
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{
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break;
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}
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case ClientTrigger::PoseChange: // change pose
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{
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}
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case ClientTrigger::PoseChange: // change pose
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{
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break;
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}
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case ClientTrigger::PoseReapply: // reapply pose
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{
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}
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case ClientTrigger::PoseReapply: // reapply pose
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{
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break;
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}
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case ClientTrigger::PoseCancel: // cancel pose
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{
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}
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case ClientTrigger::PoseCancel: // cancel pose
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{
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break;
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}
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case ClientTrigger::Return: // return dead / accept raise
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{
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switch ( static_cast < ResurrectType >( param1 ) )
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{
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case ResurrectType::RaiseSpell:
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// todo: handle raise case (set position to raiser, apply weakness status, set hp/mp/tp as well as packet)
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player.returnToHomepoint();
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break;
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case ResurrectType::Return:
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player.returnToHomepoint();
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break;
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default:
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break;
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}
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}
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case ClientTrigger::Return: // return dead / accept raise
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{
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switch ( static_cast < ResurrectType >( param1 ) )
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{
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case ResurrectType::RaiseSpell:
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// todo: handle raise case (set position to raiser, apply weakness status, set hp/mp/tp as well as packet)
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player.returnToHomepoint();
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break;
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case ResurrectType::Return:
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player.returnToHomepoint();
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break;
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default:
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break;
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}
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}
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case ClientTrigger::FinishZoning: // Finish zoning
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{
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}
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case ClientTrigger::FinishZoning: // Finish zoning
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{
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player.finishZoning();
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break;
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}
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}
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case ClientTrigger::Teleport: // Teleport
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{
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case ClientTrigger::Teleport: // Teleport
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{
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player.teleportQuery( param11 );
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break;
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}
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case ClientTrigger::DyeItem: // Dye item
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{
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break;
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}
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case ClientTrigger::DirectorInitFinish: // Director init finish
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{
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player.getCurrentZone()->onInitDirector( player );
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break;
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}
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case ClientTrigger::SomeDirectorEvent: // Director init finish
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{
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player.getCurrentZone()->onSomeDirectorEvent( player );
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break;
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}
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case ClientTrigger::EnterTerritoryEventFinished:// this may still be something else. I think i have seen it elsewhere
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{
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player.setOnEnterEventDone( true );
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break;
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}
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case ClientTrigger::RequestInstanceLeave:
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{
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// todo: apply cf penalty if applicable, make sure player isnt in combat
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player.exitInstance();
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break;
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}
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}
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case ClientTrigger::DyeItem: // Dye item
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{
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break;
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}
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case ClientTrigger::DirectorInitFinish: // Director init finish
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{
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player.getCurrentZone()->onInitDirector( player );
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break;
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}
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case ClientTrigger::SomeDirectorEvent: // Director init finish
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{
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player.getCurrentZone()->onSomeDirectorEvent( player );
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break;
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}
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case ClientTrigger::EnterTerritoryEventFinished:// this may still be something else. I think i have seen it elsewhere
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{
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player.setOnEnterEventDone( true );
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break;
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}
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case ClientTrigger::RequestInstanceLeave:
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{
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// todo: apply cf penalty if applicable, make sure player isnt in combat
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player.exitInstance();
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break;
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}
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default:
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{
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pLog->debug( "[" + std::to_string( m_pSession->getId() ) + "] Unhandled action: " +
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boost::str( boost::format( "%|04X|" ) % (uint32_t) ( commandId & 0xFFFF ) ) );
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break;
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}
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default:
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{
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pLog->debug( "[" + std::to_string( m_pSession->getId() ) + "] Unhandled action: " +
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boost::str( boost::format( "%|04X|" ) % (uint32_t) ( commandId & 0xFFFF ) ) );
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break;
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}
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}
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}
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