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https://github.com/SapphireServer/Sapphire.git
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Some cleanups in preperation for bnpcs
This commit is contained in:
parent
0b08f535c6
commit
c3e715128f
8 changed files with 34 additions and 35 deletions
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@ -44,6 +44,25 @@ namespace Common {
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French = 8
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French = 8
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};
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};
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enum ObjKind : uint8_t
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{
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None = 0x00,
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Player = 0x01,
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BattleNpc = 0x02,
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EventNpc = 0x03,
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Treasure = 0x04,
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Aetheryte = 0x05,
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GatheringPoint = 0x06,
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EventObj = 0x07,
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MountType = 0x08,
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Companion = 0x09, // this probably actually means minion
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Retainer = 0x0A,
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Area = 0x0B,
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Housing = 0x0C,
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Cutscene = 0x0D,
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CardStand = 0x0E,
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};
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enum GearSetSlot : uint8_t
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enum GearSetSlot : uint8_t
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{
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{
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MainHand = 0,
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MainHand = 0,
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@ -308,7 +327,7 @@ namespace Common {
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enum MoveState : uint8_t
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enum MoveState : uint8_t
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{
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{
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None = 0x00,
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No = 0x00,
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Land = 0x02,
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Land = 0x02,
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Fall = 0x04,
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Fall = 0x04,
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};
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};
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@ -421,7 +421,7 @@ struct FFXIVIpcPlayerSpawn : FFXIVIpcBasePacket<PlayerSpawn>
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uint8_t spawnIndex;
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uint8_t spawnIndex;
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uint8_t state;
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uint8_t state;
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uint8_t persistentEmote;
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uint8_t persistentEmote;
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uint8_t modelType; // modelType -> eventSystemDefine
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uint8_t modelType;
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uint8_t subtype;
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uint8_t subtype;
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uint8_t voice;
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uint8_t voice;
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uint16_t u25c;
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uint16_t u25c;
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@ -1 +1 @@
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Subproject commit 8c260396dde22977cbee4af537757427d2049ee2
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Subproject commit 61712f8f11892d12ad6878a80b9b89b318908558
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@ -50,7 +50,7 @@ void Core::Entity::Actor::setId( uint32_t id )
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m_id = id;
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m_id = id;
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}
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}
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Core::Entity::Actor::ObjKind Core::Entity::Actor::getObjKind() const
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Core::Common::ObjKind Core::Entity::Actor::getObjKind() const
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{
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{
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return m_objKind;
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return m_objKind;
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}
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}
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@ -19,26 +19,6 @@ namespace Entity {
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*/
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*/
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class Actor : public boost::enable_shared_from_this< Actor >
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class Actor : public boost::enable_shared_from_this< Actor >
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{
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{
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public:
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enum ObjKind : uint8_t
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{
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None = 0x00,
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Player = 0x01,
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BattleNpc = 0x02,
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EventNpc = 0x03,
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Treasure = 0x04,
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Aetheryte = 0x05,
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GatheringPoint = 0x06,
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EventObj = 0x07,
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Mount = 0x08,
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Companion = 0x09, // this probably actually means minion
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Retainer = 0x0A,
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Area = 0x0B,
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Housing = 0x0C,
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Cutscene = 0x0D,
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CardStand = 0x0E,
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};
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protected:
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protected:
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/*! Position of the object */
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/*! Position of the object */
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@ -46,13 +26,13 @@ namespace Entity {
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/*! Rotation of the object */
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/*! Rotation of the object */
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float m_rot;
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float m_rot;
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/*! Id of the actor */
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/*! Id of the actor */
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uint32_t m_id;
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uint32_t m_id;
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/*! Type of the actor */
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/*! Type of the actor */
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ObjKind m_objKind;
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Common::ObjKind m_objKind;
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/*! Id of the zone the actor currently is in */
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/*! Id of the zone the actor currently is in */
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uint32_t m_zoneId;
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uint32_t m_zoneId;
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/*! Ptr to the ZoneObj the actor belongs to */
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/*! Ptr to the ZoneObj the actor belongs to */
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ZonePtr m_pCurrentZone;
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ZonePtr m_pCurrentZone;
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/*! list of various actors in range */
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/*! list of various actors in range */
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std::set< ActorPtr > m_inRangeActor;
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std::set< ActorPtr > m_inRangeActor;
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@ -62,7 +42,7 @@ namespace Entity {
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Core::Cell* m_pCell;
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Core::Cell* m_pCell;
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public:
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public:
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explicit Actor( ObjKind type );
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explicit Actor( Common::ObjKind type );
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virtual ~Actor() {};
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virtual ~Actor() {};
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virtual void spawn( PlayerPtr pTarget ) {}
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virtual void spawn( PlayerPtr pTarget ) {}
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@ -71,7 +51,7 @@ namespace Entity {
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uint32_t getId() const;
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uint32_t getId() const;
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void setId( uint32_t id );
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void setId( uint32_t id );
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ObjKind getObjKind() const;
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Common::ObjKind getObjKind() const;
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Common::FFXIVARR_POSITION3& getPos();
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Common::FFXIVARR_POSITION3& getPos();
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void setPos( const Common::FFXIVARR_POSITION3& pos );
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void setPos( const Common::FFXIVARR_POSITION3& pos );
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@ -763,7 +763,7 @@ bool Core::Entity::Chara::hasStatusEffect( uint32_t id )
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return false;
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return false;
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}
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}
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Chara::ModelType Chara::getModelType() const
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Core::Common::ObjKind Chara::getModelType() const
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{
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{
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return m_modelType;
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return m_modelType;
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}
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}
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@ -141,7 +141,7 @@ protected:
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/*! Invincibility type */
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/*! Invincibility type */
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Common::InvincibilityType m_invincibilityType;
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Common::InvincibilityType m_invincibilityType;
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/*! Type of model to use, humanoid for actors that use look data */
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/*! Type of model to use, humanoid for actors that use look data */
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ModelType m_modelType;
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Common::ObjKind m_modelType;
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/*! Status effects */
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/*! Status effects */
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const uint8_t MAX_STATUS_EFFECTS = 30;
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const uint8_t MAX_STATUS_EFFECTS = 30;
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@ -150,7 +150,7 @@ protected:
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std::map< uint8_t, StatusEffect::StatusEffectPtr > m_statusEffectMap;
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std::map< uint8_t, StatusEffect::StatusEffectPtr > m_statusEffectMap;
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public:
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public:
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Chara( ObjKind type );
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Chara( Common::ObjKind type );
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virtual ~Chara() override;
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virtual ~Chara() override;
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@ -199,7 +199,7 @@ public:
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Common::ClassJob getClass() const;
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Common::ClassJob getClass() const;
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ModelType getModelType() const;
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Common::ObjKind getModelType() const;
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uint8_t getClassAsInt() const;
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uint8_t getClassAsInt() const;
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@ -83,7 +83,7 @@ Core::Entity::Player::Player() :
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m_queuedZoneing = nullptr;
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m_queuedZoneing = nullptr;
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m_status = ActorStatus::Idle;
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m_status = ActorStatus::Idle;
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m_invincibilityType = InvincibilityType::InvincibilityNone;
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m_invincibilityType = InvincibilityType::InvincibilityNone;
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m_modelType = ModelType::Human;
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m_modelType = ObjKind::Player;
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memset( m_questTracking, 0, sizeof( m_questTracking ) );
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memset( m_questTracking, 0, sizeof( m_questTracking ) );
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memset( m_name, 0, sizeof( m_name ) );
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memset( m_name, 0, sizeof( m_name ) );
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