#include "NPC.h" #include "f4mp.h" f4mp::NPC::NPC() : formID(0), ownerEntityID((UInt32)-1) { } void f4mp::NPC::OnEntityCreate(librg_event* event) { Character::OnEntityCreate(event); UInt32 entityID = GetNetworkEntity()->id; formID = librg_data_ri32(event->data); ownerEntityID = librg_data_ri32(event->data); F4MP& f4mp = F4MP::GetInstance(); f4mp.entityIDs[formID] = entityID; _MESSAGE("OnSpawnEntity: %u(%x)", entityID, formID); TESObjectREFR* gameEntity = DYNAMIC_CAST(LookupFormByID(formID), TESForm, TESObjectREFR); if (!gameEntity) { return; } SetRef(gameEntity); printf("%u %x\n", entityID, formID); } void f4mp::NPC::OnEntityUpdate(librg_event* event) { Character::OnEntityUpdate(event); } void f4mp::NPC::OnClientUpdate(librg_event* event) { Character::OnClientUpdate(event); }