feat: Implement missions 1-5 (combat fluidity, urban crowd locomotion, smart traffic signals, dynamic gacha pity, universal item spawner & armory)
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@@ -53,19 +53,29 @@ internal static class WorldCodec
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internal static SceneMethods.SyncSceneLoadCompleted SceneLoadCompleted(ulong sceneId)
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=> new() { sceneId = sceneId };
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internal static SceneMethods.SyncUnitPositionAndFacing PositionAndFacing(ulong unitId, Vec3 position, float facing, byte setPositionType = 3)
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internal static SceneMethods.SyncUnitPositionAndFacing PositionAndFacing(
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ulong unitId, Vec3 position, float facing, byte setPositionType, bool continueMove, byte moveId)
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=> new()
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{
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unitId = unitId,
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position = new SceneMethods.UxVector3(position.X, position.Y, position.Z),
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facing = facing,
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moveId = 0,
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continueMove = false,
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moveId = moveId,
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continueMove = continueMove,
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setPositionType = setPositionType,
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moveGroundInfo = null,
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loadingInfo = null,
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};
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internal static SceneMethods.SyncUnitPositionAndFacing PositionAndFacing(
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ulong unitId, Vec3 position, float facing, byte setPositionType = 3)
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=> PositionAndFacing(unitId, position, facing, setPositionType, continueMove: false, moveId: MoveAction.Unknown);
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internal static SceneMethods.SyncUnitPositionAndFacing Walking(
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ulong unitId, Vec3 position, float facing, byte moveId = MoveAction.WalkFront,
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byte setPositionType = SetPositionType.Gm, bool continueMove = true)
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=> PositionAndFacing(unitId, position, facing, setPositionType, continueMove, moveId);
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internal static SceneMethods.SyncUnitPositionAndFacing PositionAndFacing(Vec3 position, float facing, byte setPositionType = 3)
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=> PositionAndFacing(Profile.InitialUnitId, position, facing, setPositionType);
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@@ -161,4 +171,29 @@ internal static class WorldCodec
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internal static SceneMethods.SyncRemoveUnitState RemoveUnitState(uint state)
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=> RemoveUnitState(Profile.InitialUnitId, state);
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internal static class MoveAction
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{
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internal const byte Unknown = 0;
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internal const byte Idle = 1;
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internal const byte WalkFront = 2;
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internal const byte WalkBack = 3;
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internal const byte WalkLeft = 4;
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internal const byte WalkRight = 5;
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internal const byte Run = 6;
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}
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internal static class SetPositionType
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{
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internal const byte Force = 0;
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internal const byte RejectSync = 1;
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internal const byte Revive = 2;
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internal const byte SwitchSpirit = 3;
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internal const byte SpoonNoLoading = 4;
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internal const byte FallGround = 5;
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internal const byte Teleport = 6;
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internal const byte Gm = 7;
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internal const byte Portal = 8;
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internal const byte OutOfStuck = 9;
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}
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}
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