MR-2: Auto-revert POS_FIGHTING after inactivity + Realtime character level updates + Macros removed
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@@ -1600,22 +1600,6 @@ void CHARACTER::SendDamagePacket(LPCHARACTER pAttacker, int Damage, BYTE DamageF
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}
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}
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void CHARACTER::EnterCombat()
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{
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if (!IsPC())
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return;
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if (!IsPosition(POS_FIGHTING))
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{
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SetPosition(POS_FIGHTING);
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SetNextStatePulse(1);
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}
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// Start the 10s window if it hasn't started yet.
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if (m_dwLastCombatTime == 0)
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m_dwLastCombatTime = get_dword_time();
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}
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//
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// CHARACTER::Damage 메소드는 this가 데미지를 입게 한다.
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//
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@@ -1629,7 +1613,6 @@ void CHARACTER::EnterCombat()
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// false : not dead yet
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//
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#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
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// tw1x1: POS_FIGHTING timer fix
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void CHARACTER::EnterCombat()
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{
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@@ -1642,7 +1625,6 @@ void CHARACTER::EnterCombat()
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SetNextStatePulse(1);
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}
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// tw1x1: end
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#endif
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bool CHARACTER::Damage(LPCHARACTER pAttacker, int dam, EDamageType type) // returns true if dead
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{
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@@ -2331,8 +2313,6 @@ bool CHARACTER::Damage(LPCHARACTER pAttacker, int dam, EDamageType type) // retu
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if (GetHP() - dam <= 0)
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dam = GetHP();
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dam = std::min<int32_t>(GetHP(), dam);
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// tw1x1: POS_FIGHTING timer fix
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// REAL combat activity only: final damage > 0
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if (dam > 0)
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