Replaced HandleCharacterSet*() with HandleCharacterMovement()
This new method rolls three otherwise similar methods together. There is still a conditional which handles room movements separately, but it's much smoother, and PumpPacketProximity is utilized much more. I've also added a stub for graphical attack data via HandleCharacterAttack()
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+12
-15
@@ -277,27 +277,24 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
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HandleCharacterUnload(static_cast<CharacterPacket*>(argPacket));
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break;
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//character movement
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case SerialPacketType::CHARACTER_SET_ROOM:
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HandleCharacterSetRoom(static_cast<CharacterPacket*>(argPacket));
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/* case SerialPacketType::QUERY_CHARACTER_EXISTS:
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//
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break;
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case SerialPacketType::CHARACTER_SET_ORIGIN:
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HandleCharacterSetOrigin(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_SET_MOTION:
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HandleCharacterSetMotion(static_cast<CharacterPacket*>(argPacket));
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break;
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/*
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case SerialPacketType::QUERY_CHARACTER_STATS:
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// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
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//
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break;
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case SerialPacketType::QUERY_CHARACTER_LOCATION:
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// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
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//
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break;
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case SerialPacketType::TEXT_BROADCAST:
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// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
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*/
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//character movement
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case SerialPacketType::CHARACTER_MOVEMENT:
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HandleCharacterMovement(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_ATTACK:
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HandleCharacterAttack(static_cast<CharacterPacket*>(argPacket));
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break;
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/*
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//enemy management
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//TODO: enemy management
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