message: Players can now see eachother fight monsters.
diff: @@ -15,6 +15,7 @@ void CombatManager::init() {
  void CombatManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
  sP_CL2FE_REQ_PC_ATTACK_NPCs* pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf;
  + Player *plr = PlayerManager::getPlayer(sock);
  // sanity check
  if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs), pkt->iNPCCnt, sizeof(int32_t), data->size)) {
  @@ -66,6 +67,20 @@ void CombatManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
  }
  sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen);
  +
  + // a bit of a hack: these are the same size, so we can reuse the output packet
  + assert(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_NPCs));
  + sP_FE2CL_PC_ATTACK_NPCs *resp1 = (sP_FE2CL_PC_ATTACK_NPCs*)respbuf;
  +
  + resp1->iPC_ID = plr->iID;
  +
  + // send to other players
  + for (CNSocket *s : PlayerManager::players[sock].viewable) {
  + if (s == sock)
  + continue;
  +
  + s->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs, resplen);
  + }
  }
  void CombatManager::combatBegin(CNSocket *sock, CNPacketData *data) {} // stub
  