#ifndef OPENMW_PROCESSOROBJECTSPAWN_HPP #define OPENMW_PROCESSOROBJECTSPAWN_HPP #include "../ObjectProcessor.hpp" #include namespace mwmp { class ProcessorObjectSpawn final: public ObjectProcessor { public: ProcessorObjectSpawn() { BPP_INIT(ID_OBJECT_SPAWN) } void Do(ObjectPacket &packet, const std::shared_ptr &player, BaseObjectList &objectList) override { LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Received %s from %s", strPacketID.c_str(), player->npc.mName.c_str()); for (auto & object : objectList.baseObjects) object.mpNum = mwmp::Networking::getPtr()->incrementMpNum(); // Send this packet back to the original sender with the mpNum generation from above, // then send it to the other players packet.Send(false); packet.Send(true); auto objCtrl = Networking::get().getState().getObjectCtrl(); auto objects = objCtrl.copyObjects(objectList); Networking::get().getState().getEventCtrl().Call(player.get(), objects); objCtrl.sendObjects(player, objects, objectList.cell); } }; } #endif //OPENMW_PROCESSOROBJECTSPAWN_HPP