Add free cloak-style auto-hunt pull for 3 10 or 20 monster groups
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@@ -718,16 +718,17 @@ class CPythonPlayer : public CSingleton<CPythonPlayer>, public IAbstractPlayer
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bool bAttackStone;
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bool bAttackBoss;
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DWORD dwSkillSlotMask; // bit i = local quick slot i may be cast
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int iGatherCount; // gather mode: hit this many mobs once each, then fight them together; 0 = off
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int iGatherCount; // cloak pull: max 3/10/20 server monster groups; 0 = off
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};
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void AutoHunt_SetEnabled(bool isEnable);
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bool AutoHunt_IsEnabled();
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int AutoHunt_GetState();
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int AutoHunt_GetStopReason();
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// Gather mode: still pulling (vs. fighting the pack), and the pulled mobs still alive.
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// Gather mode: still pulling (vs. fighting the pack), and the number of pulled groups.
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bool AutoHunt_IsGathering();
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int AutoHunt_GetGatheredCount();
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bool AutoHunt_HandleServerCommand(const char* command); // PORT: server-authoritative cloak pull replies
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bool AutoHunt_HasNoPotion(bool isHP);
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const SAutoHuntConfig& AutoHunt_GetConfig();
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void AutoHunt_SetConfig(const SAutoHuntConfig& c_rkConfig);
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@@ -740,10 +741,9 @@ class CPythonPlayer : public CSingleton<CPythonPlayer>, public IAbstractPlayer
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bool __AutoHunt_UpdateBuff(CInstanceBase& rkInstMain, float fNow);
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void __AutoHunt_UpdateAttackSkill(CInstanceBase& rkInstMain, CInstanceBase& rkInstVictim, float fNow);
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bool __AutoHunt_IsSkillReady(DWORD dwSkillSlot, CPythonSkill::TSkillData** ppSkillData);
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DWORD __AutoHunt_FindTarget(CInstanceBase& rkInstMain, float fNow, bool isExceptGathered = false);
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DWORD __AutoHunt_FindTarget(CInstanceBase& rkInstMain, float fNow);
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DWORD __AutoHunt_FindGatheredTarget(CInstanceBase& rkInstMain);
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void __AutoHunt_PurgeGathered();
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bool __AutoHunt_IsGatherDone(float fNow);
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DWORD __AutoHunt_FindItem(CInstanceBase& rkInstMain, float fNow);
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bool __AutoHunt_IsInventoryFull();
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void __AutoHunt_Engage(DWORD dwVID, float fNow);
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@@ -771,9 +771,10 @@ class CPythonPlayer : public CSingleton<CPythonPlayer>, public IAbstractPlayer
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std::map<DWORD, float> m_kMap_dwAutoHuntSkipItem; // ground item vid -> ignored until
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bool m_isAutoHuntGathering;
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float m_fAutoHuntGatherStartTime;
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float m_fAutoHuntHitTime; // attacking the current target this long (gather tagging)
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float m_fAutoHuntLastUpdateTime;
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std::set<DWORD> m_kSet_dwAutoHuntGathered; // mobs hit while gathering, until they die
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float m_fAutoHuntNextPullTime;
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DWORD m_dwAutoHuntPullRequest;
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int m_iAutoHuntGatheredGroups;
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std::set<DWORD> m_kSet_dwAutoHuntGathered; // server-confirmed pulled mobs, until they die
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private:
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std::map<DWORD, DWORD> m_kMap_dwAffectIndexToSkillIndex;
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