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[Game] Changed gimmick implementation so that Sunken Treasure works (A…
…AEmu#1129) * [Game] Small Gimmicks rewrite to support sunken treasure - Updated some of the offset routines for Gimmick spawning. - Moved Gimmick reference to Unit instead of NPC so that a character can spawn one. - Added `GetSpawnGimmickEffect` helper function. - Added basic `/gimmick spawn` command. - Improved Gimmick Tick handling. - Added support for Gimmick LifeTime and SkillDelay functions. - Added gimmick movement handler classes - Changed how gimmick movement is handled for Elevators. - Smoother gimmick movement by calculating "fake" velocity. - Fixed issue of Gimmicks not showing on the client-side. - Fixed some typos. - Changed skill effect targeting to no longer allow duplicates. Also made it so you can only have one valid target if targeting a position. - Updated `AddToCharacter` function to do special handling for Gimmicks. * [Game] Added /findobject command and changed loot - Small change to loot by loot-group (group 1 now also only drops 1 of them) - Added a GM command to find nearby doodads, NPCs or gimmicks. - Added a failsafe to skill targeting. - Fixed a possible issue with the leap controller.
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using AAEmu.Game.Utils; | ||
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namespace AAEmu.Game.Core.Managers.Id; | ||
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public class GimmickIdManager : IdManager | ||
{ | ||
private static GimmickIdManager _instance; | ||
private const uint FirstId = 0x0001; | ||
private const uint LastId = 0xFFFE; | ||
private static readonly uint[] Exclude = []; | ||
private static readonly string[,] ObjTables = { { } }; | ||
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public static GimmickIdManager Instance => _instance ?? (_instance = new GimmickIdManager()); | ||
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public GimmickIdManager() : base("GimmickIdManager", FirstId, LastId, ObjTables, Exclude) | ||
{ | ||
} | ||
} |
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