MR-2: Auto-revert POS_FIGHTING after inactivity + Realtime character level updates + Macros removed
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@@ -522,10 +522,17 @@ class CHARACTER : public CEntity, public CFSM, public CHorseRider
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CStateTemplate<CHARACTER> m_stateMove;
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CStateTemplate<CHARACTER> m_stateBattle;
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CStateTemplate<CHARACTER> m_stateIdle;
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#ifdef FIX_POS_SYNC
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CStateTemplate<CHARACTER> m_stateSyncing;
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#endif
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public:
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virtual void StateMove();
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virtual void StateBattle();
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#ifdef FIX_POS_SYNC
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virtual void StateSyncing();
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virtual bool BlendSync(long x, long y, unsigned int unDuration);
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#endif
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virtual void StateIdle();
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virtual void StateFlag();
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virtual void StateFlagBase();
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@@ -1364,9 +1371,7 @@ class CHARACTER : public CEntity, public CFSM, public CHorseRider
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// ADD_GRANDMASTER_SKILL
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bool UseSkill(DWORD dwVnum, LPCHARACTER pkVictim, bool bUseGrandMaster = true);
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void ResetSkill();
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#ifdef FIX_REFRESH_SKILL_COOLDOWN
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void ResetSkillCoolTimes();
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#endif
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void SetSkillLevel(DWORD dwVnum, BYTE bLev);
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int GetUsedSkillMasterType(DWORD dwVnum);
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@@ -1762,9 +1767,7 @@ class CHARACTER : public CEntity, public CFSM, public CHorseRider
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bool ResetOneSkill(DWORD dwVnum);
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// END_RESET_ONE_SKILL
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#ifdef FIX_REFRESH_SKILL_COOLDOWN
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void ResetOneSkillCoolTime(DWORD dwVnum);
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#endif
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private :
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void SendDamagePacket(LPCHARACTER pAttacker, int Damage, BYTE DamageFlag);
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