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Added quest areas (only accessable in lua) which work similar to proximities except are not attached to any one npc. Also fixed up the proximity code a bit to comply and got rid of my stupid ass fix for the deleting lists thing
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+7
-1
@@ -106,7 +106,9 @@ const char *LuaEvents[_LargestEventID] = {
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"event_augment_item",
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"event_unaugment_item",
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"event_augment_insert",
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"event_augment_remove"
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"event_augment_remove",
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"event_enter_area",
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"event_leave_area"
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};
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extern Zone *zone;
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@@ -150,6 +152,8 @@ LuaParser::LuaParser() {
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NPCArgumentDispatch[EVENT_CAST] = handle_npc_cast;
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NPCArgumentDispatch[EVENT_CAST_BEGIN] = handle_npc_cast;
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NPCArgumentDispatch[EVENT_FEIGN_DEATH] = handle_npc_single_client;
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NPCArgumentDispatch[EVENT_ENTER_AREA] = handle_npc_area;
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NPCArgumentDispatch[EVENT_LEAVE_AREA] = handle_npc_area;
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PlayerArgumentDispatch[EVENT_SAY] = handle_player_say;
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PlayerArgumentDispatch[EVENT_DEATH] = handle_player_death;
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@@ -176,6 +180,8 @@ LuaParser::LuaParser() {
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PlayerArgumentDispatch[EVENT_COMBINE_SUCCESS] = handle_player_combine;
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PlayerArgumentDispatch[EVENT_COMBINE_FAILURE] = handle_player_combine;
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PlayerArgumentDispatch[EVENT_FEIGN_DEATH] = handle_player_feign;
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PlayerArgumentDispatch[EVENT_ENTER_AREA] = handle_player_area;
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PlayerArgumentDispatch[EVENT_LEAVE_AREA] = handle_player_area;
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ItemArgumentDispatch[EVENT_ITEM_CLICK] = handle_item_click;
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ItemArgumentDispatch[EVENT_ITEM_CLICK_CAST] = handle_item_click;
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