#include "Contents/World/WorldProximity.h" #include "Contents/World/WorldScene.h" #include "Network/Connection/Connection.h" #include "Network/Packets/PacketLengths.h" #include "Resource/World/TerrainResource.h" #include #include // OFFSET: 0x00AC93C0 // FUNCTION: fn_17683 void UpdateWorldProximityNotification( unsigned char& notified, std::function nearby, CConnection& connection, const PacketLengths& lengths, const std::uint32_t& accountId ) { if (notified == 1) { if (!nearby()) { notified = 0; } return; } if (nearby()) { unsigned char packet[9]; const std::uint16_t id = 0x0BB0; const std::uint16_t enabled = 1; std::memcpy(packet, &id, sizeof(id)); std::memcpy(packet + 2, &accountId, sizeof(accountId)); std::memcpy(packet + 6, &enabled, sizeof(enabled)); packet[8] = 1; connection.Send(lengths.FixedLength(id), packet); notified = 1; } } // OFFSET: 0x00AC8A40 // OFFSET: 0x00ACA180 // FUNCTION: fn_17689 void WorldScene::ClearActorCells() { this->actorCells.clear(); this->unindexedActorIds.clear(); }