Implemented encounter timers - no spawn required

This commit is contained in:
Russell Kinasz
2015-06-02 12:25:09 -07:00
parent 66d37cabe4
commit 2c6fd44811
14 changed files with 237 additions and 19 deletions
+2
View File
@@ -84,6 +84,8 @@ void QuestManager::Process() {
if(entity_list.IsMobInZone(cur->mob)) {
if(cur->mob->IsNPC()) {
parse->EventNPC(EVENT_TIMER, cur->mob->CastToNPC(), nullptr, cur->name, 0);
} else if (cur->mob->IsEncounter()) {
parse->EventEncounter(EVENT_TIMER, cur->mob->CastToEncounter()->GetEncounterName(), cur->name, 0, nullptr);
} else {
//this is inheriently unsafe if we ever make it so more than npc/client start timers
parse->EventPlayer(EVENT_TIMER, cur->mob->CastToClient(), cur->name, 0);