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[Zone] Implement Zone State Saving on Shutdown (#4715)
* Save spawns * Update base_zone_state_spawns_repository.h * Zone state save work * Code cleanup * More cleanup * Database migration * Update database_update_manifest.cpp * Revert decay at storage model * Code cleanup * More cleanup * More cleanup * More cleanup * Entity variables * Add entity variables to the schema * Post rebase * Checkpoint * Serialize / deserialize buffs * Current hp / mana / end save / load * Save / load current_waypoint * Add zone spawn protection * Finishing touches * Cleanup * Update zone_save_state.cpp * Cleanup * Update zone_save_state.cpp * Update npc.cpp * Update npc.cpp * More * Update perl_npc.cpp * Update zone_loot.cpp
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+11
-5
@@ -55,10 +55,10 @@ public:
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float GetZ() { return z; }
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float GetHeading() { return heading; }
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bool PathWhenZoneIdle() { return path_when_zone_idle; }
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void SetRespawnTimer(uint32 newrespawntime) { respawn_ = newrespawntime; };
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void SetRespawnTimer(uint32 newrespawntime) { m_respawn_time = newrespawntime; };
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void SetVariance(uint32 newvariance) { variance_ = newvariance; }
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const uint32 GetVariance() const { return variance_; }
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uint32 RespawnTimer() { return respawn_; }
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uint32 RespawnTimer() { return m_respawn_time; }
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uint32 SpawnGroupID() { return spawngroup_id_; }
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uint32 CurrentNPCID() { return currentnpcid; }
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void SetCurrentNPCID(uint32 nid) { currentnpcid = nid; }
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@@ -69,13 +69,19 @@ public:
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void SetNPCPointerNull() { npcthis = nullptr; }
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Timer GetTimer() { return timer; }
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void SetTimer(uint32 duration) { timer.Start(duration); }
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uint32 GetKillCount() { return killcount; }
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uint32 GetKillCount() { return killcount; }
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uint32 GetGrid() const { return grid_; }
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bool GetPathWhenZoneIdle() const { return path_when_zone_idle; }
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int16 GetConditionMinValue() const { return condition_min_value; }
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int16 GetAnimation () { return anim; }
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inline NPC *GetNPC() const { return npcthis; }
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protected:
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friend class Zone;
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Timer timer;
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private:
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uint32 spawn2_id;
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uint32 respawn_;
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uint32 spawn2_id;
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uint32 m_respawn_time;
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uint32 resetTimer();
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uint32 despawnTimer(uint32 despawn_timer);
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