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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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@@ -218,6 +218,15 @@ void handle_npc_cast(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, s
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}
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}
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void handle_npc_area(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers) {
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lua_pushinteger(L, *reinterpret_cast<int*>(extra_pointers->at(0)));
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lua_setfield(L, -2, "area_id");
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lua_pushinteger(L, *reinterpret_cast<int*>(extra_pointers->at(1)));
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lua_setfield(L, -2, "area_type");
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}
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void handle_npc_null(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers) {
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}
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@@ -438,6 +447,19 @@ void handle_player_combine(QuestInterface *parse, lua_State* L, Client* client,
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void handle_player_feign(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers) {
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Lua_NPC l_npc(reinterpret_cast<NPC*>(extra_pointers->at(0)));
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luabind::object l_npc_o = luabind::object(L, l_npc);
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l_npc_o.push(L);
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lua_setfield(L, -2, "other");
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}
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void handle_player_area(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers) {
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lua_pushinteger(L, *reinterpret_cast<int*>(extra_pointers->at(0)));
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lua_setfield(L, -2, "area_id");
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lua_pushinteger(L, *reinterpret_cast<int*>(extra_pointers->at(1)));
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lua_setfield(L, -2, "area_type");
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}
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void handle_player_null(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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