#include #include #include #include #include #include #include #include "Forwards.h" #include "Action/Action.h" #include "Zone/Zone.h" #include "Network/GameConnection.h" #include "Network/PacketWrappers/ActorControlPacket142.h" #include "Network/PacketWrappers/ActorControlPacket143.h" #include "Network/PacketWrappers/ActorControlPacket144.h" #include "Network/PacketWrappers/UpdateHpMpTpPacket.h" #include "StatusEffect/StatusEffect.h" #include "Action/ActionCollision.h" #include "ServerZone.h" #include "Session.h" #include "Math/CalcBattle.h" #include "Chara.h" #include "Player.h" #include "BNpc.h" #include "BNpcTemplate.h" #include "Zone/TerritoryMgr.h" #include "Framework.h" #include "Common.h" extern Core::Framework g_fw; using namespace Core::Common; using namespace Core::Network::Packets; using namespace Core::Network::Packets::Server; using namespace Core::Network::ActorControl; Core::Entity::BNpc::BNpc() : Npc( ObjKind::BattleNpc ) { } Core::Entity::BNpc::BNpc( BNpcTemplatePtr pTemplate ) : Npc( ObjKind::BattleNpc ) { m_modelChara = pTemplate->getModelChara(); m_displayFlags = pTemplate->getDisplayFlags(); m_pose = pTemplate->getPose(); m_aggressionMode = pTemplate->getAggressionMode(); m_weaponMain = pTemplate->getWeaponMain(); m_weaponSub = pTemplate->getWeaponSub(); m_bNpcNameId = pTemplate->getBNpcNameId(); m_bNpcBaseId = pTemplate->getBNpcBaseId(); memcpy( m_customize, pTemplate->getCustomize(), sizeof( m_customize ) ); memcpy( m_modelEquip, pTemplate->getModelEquip(), sizeof( m_modelEquip ) ); } Core::Entity::BNpc::~BNpc() { } void Core::Entity::BNpc::spawn( PlayerPtr pTarget ) { }