use constructor tables from GC and BB client in map parsing
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+3
-2
@@ -200,6 +200,7 @@ struct Map {
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struct Object {
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// TODO: Add more fields in here if we ever care about them. Currently we
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// only care about boxes with fixed item drops.
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size_t source_index;
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uint16_t base_type;
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uint16_t section;
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float param1; // If <= 0, this is a specialized box, and the specialization is in param4/5/6
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@@ -222,12 +223,13 @@ struct Map {
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DEFEATED = 0x10,
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ITEM_DROPPED = 0x20,
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};
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size_t source_index;
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EnemyType type;
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uint8_t floor;
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uint8_t flags;
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uint8_t last_hit_by_client_id;
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Enemy(uint8_t floor, EnemyType type);
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Enemy(size_t source_index, uint8_t floor, EnemyType type);
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std::string str() const;
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} __attribute__((packed));
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@@ -241,7 +243,6 @@ struct Map {
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void add_objects_from_map_data(uint8_t floor, const void* data, size_t size);
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bool check_and_log_rare_enemy(bool default_is_rare, uint32_t rare_rate);
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void add_enemy(uint8_t floor, EnemyType type);
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void add_enemy(
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Episode episode,
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uint8_t difficulty,
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