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C++ TFS 0.3.6 - 8.60 Spawn Monsters

samuel157

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Code: spawnMonster(it->first, sb.mType, sb.pos, sb.direction, 4200);

C++:
bool Spawn::spawnMonster(uint32_t spawnId, MonsterType* mType, const Position& pos, Direction dir, int16_t t,
    bool startup /*= false*/)
{
    Monster* monster = Monster::createMonster(mType);
    if(!monster)
        return false;

    if(startup)
    {
        //No need to send out events to the surrounding since there is no one out there to listen!
        if(!g_game.internalPlaceCreature(monster, pos, false, true))
        {
            delete monster;
            return false;
        }
    }
    else if (t == 0)
    {
        if (!g_game.placeCreature(monster, pos, false, true))
        {
            delete monster;
            return false;
        }
    }
    else {
        g_game.addMagicEffect(pos, MAGIC_EFFECT_TELEPORT);
        Scheduler::getInstance().addEvent(createSchedulerTask(
            1400, boost::bind(&Spawn::spawnMonster, this, spawnId, mType, pos, dir, t - 1400,false)));
        return true;
    }

        monster->setSpawn(this);
        monster->setMasterPosition(pos, radius);
        monster->setDirection(dir);

        monster->addRef();
        spawnedMap.insert(SpawnedPair(spawnId, monster));
        spawnMap[spawnId].lastSpawn = OTSYS_TIME();
 
    return true;
}

Code:
bool spawnMonster(uint32_t spawnId, MonsterType* mType, const Position& pos, Direction dir, int16_t t,bool startup = false);

---> Whats And Remove the Player Checker???
 
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