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This guide outlines the steps needed to implement a reload functionality for map regeneration in your C++ game. By following these instructions, you will enable dynamic reloading of regeneration data during gameplay.

Step-by-Step Implementation

1. Access the Command File
Open cmd.cpp and look for the following line:

 
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2. Add Reload Command
Directly below this line, add the following command:

 
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3. Update Command Handler
Search for the command structure in the same file, which looks like this:

 
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Add the new command handler below:

 
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4. Modify GM Command File
Next, open cmd_gm.cpp and find the section at the end of the file where the do_purge function is defined. Add the reload regeneration function as follows:

 
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5. Update Sectree Manager
Open the sectree_manager.cpp file and scroll to the end of the Build function. Add the following method for building maps:

 
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6. Update Regeneration Events
In regen.cpp, locate the line:

 
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Add the following command beneath it:

 
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7. Edit the Sectree Manager Header
Open sectree_manager.h and search for the following line:

 
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Directly below it, add:

 
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Furthermore, find this function:

 
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Below it, insert:

 
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8. Update Utility Functions
In the utils.h file located in the common folder, search for:

 
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Add the following below:

 
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Command Usage

To activate the newly implemented functionality, use the /reload_regen command in the game. This will reload data from regen.txt, boss.txt, stone.txt, as well as server_attr.

Note: If you are using the latest version of GCC, you can use std::to_string(number) instead of adding the above function in utils.h. The function listed is meant for older GCC versions like 4.8 that do not support C++11 features.

By following these steps, you have successfully added the functionality to reload map regeneration in your C++ application. This enhances your game’s capability to refresh regeneration data as needed, providing a better experience for players.

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