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[Commands] Modify #grid and #wp. (#1399)
- #grid add will no longer let you put in a duplicate grid. - Grid nodes now spawn with invul/immune to damage. - Grid nodes now set an entity variable "grid_id" on spawn. - This allows grid nodes to be specifically despawned by "grid_id" entity variable, meaning you can view multiple grids at once and not despawn them all accidentally. - #grid hide will despawn your targeted NPC's Grid nodes. - #grid add, #grid show, #grid delete, and #grid hide send messages to let GM know what's going on. - #wp add and #wp delete now send messages to let the GM know what's going on. - #wpadd now send messages to let the GM know what's going on.
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@@ -5314,3 +5314,12 @@ int EntityList::MovePlayerCorpsesToGraveyard(bool force_move_from_instance)
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return moved_count;
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}
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void EntityList::DespawnGridNodes(int32 grid_id) {
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for (auto mob_iterator : mob_list) {
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Mob *mob = mob_iterator.second;
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if (mob->IsNPC() && mob->GetRace() == 2254 && mob->EntityVariableExists("grid_id") && atoi(mob->GetEntityVariable("grid_id")) == grid_id) {
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mob->Depop();
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}
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}
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}
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