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calculatePvpStatus() used for everything, more...
This ensures nothing is ever missed out of the pvpStatus calculation, such as faction standing. It should calculate the following: On Leave/neutral players should be #16 Combatant players should be #35 Opposing faction SF players should be #55 Opposing Combatant NPCs should be #19 Ally SF NPCs (ie.; hoth commandos) should be #4 Enemy SF NPCs (ie. hoth resistance) should be #7 Same faction NPCs should be #0 (pink) Attackable NPCs should be #1 Aggressive NPCs should be #2 or #3 NPCs you have negative faction standing with should be #2 or #3
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@@ -997,8 +997,8 @@ public class CombatService implements INetworkDispatch {
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requester.getDuelList().add(target);
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requester.sendSystemMessage("You accept " + target.getCustomName() + "'s challenge.", (byte) 0);
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target.sendSystemMessage(requester.getCustomName() + " accepts your challenge.", (byte) 0);
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target.getClient().getSession().write(new UpdatePVPStatusMessage(requester.getObjectID(), 55, requester.getFaction()).serialize());
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requester.getClient().getSession().write(new UpdatePVPStatusMessage(target.getObjectID(), 55, target.getFaction()).serialize());
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target.updatePvpStatus();
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requester.updatePvpStatus();
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}
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@@ -1013,8 +1013,8 @@ public class CombatService implements INetworkDispatch {
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target.removeDefender(requester);
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requester.removeDefender(target);
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target.getClient().getSession().write(new UpdatePVPStatusMessage(requester.getObjectID(), 0x16, requester.getFaction()).serialize());
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requester.getClient().getSession().write(new UpdatePVPStatusMessage(target.getObjectID(), 0x16, target.getFaction()).serialize());
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target.updatePvpStatus();
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requester.updatePvpStatus();
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if(announce)
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{
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