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CorpseLoadFromDBData converted to xyz_heading
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+6
-6
@@ -30,18 +30,18 @@ class Corpse : public Mob {
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public:
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static void SendEndLootErrorPacket(Client* client);
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static void SendLootReqErrorPacket(Client* client, uint8 response = 2);
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static void SendLootReqErrorPacket(Client* client, uint8 response = 2);
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Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NPCType** in_npctypedata, uint32 in_decaytime = 600000);
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Corpse(Client* client, int32 in_rezexp);
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Corpse(uint32 in_corpseid, uint32 in_charid, const char* in_charname, ItemList* in_itemlist, uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_plat, float in_x, float in_y, float in_z, float in_heading, float in_size, uint8 in_gender, uint16 in_race, uint8 in_class, uint8 in_deity, uint8 in_level, uint8 in_texture, uint8 in_helmtexture, uint32 in_rezexp, bool wasAtGraveyard = false);
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~Corpse();
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static Corpse* LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_charname, float in_x, float in_y, float in_z, float in_heading, std::string time_of_death, bool rezzed, bool was_at_graveyard);
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static Corpse* LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_charname, const xyz_heading& position, std::string time_of_death, bool rezzed, bool was_at_graveyard);
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//abstract virtual function implementations requird by base abstract class
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill) { return true; }
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillUseTypes attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false) { return; }
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virtual bool Attack(Mob* other, int Hand = MainPrimary, bool FromRiposte = false,
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virtual bool Attack(Mob* other, int Hand = MainPrimary, bool FromRiposte = false,
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bool IsStrikethrough = true, bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) { return false; }
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virtual bool HasRaid() { return false; }
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virtual bool HasGroup() { return false; }
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@@ -119,7 +119,7 @@ protected:
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std::list<uint32> MoveItemToCorpse(Client *client, ItemInst *item, int16 equipslot);
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private:
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bool is_player_corpse;
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bool is_player_corpse;
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bool is_corpse_changed;
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bool is_locked;
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int32 player_kill_item;
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@@ -137,7 +137,7 @@ private:
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bool can_rez;
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bool become_npc;
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int allowed_looters[MAX_LOOTERS]; // People allowed to loot the corpse, character id
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Timer corpse_decay_timer;
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Timer corpse_decay_timer;
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Timer corpse_res_timer;
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Timer corpse_delay_timer;
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Timer corpse_graveyard_timer;
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