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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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@@ -448,6 +448,7 @@ public:
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void AddWP(Client *c, uint32 gridid, uint32 wpnum, const glm::vec4& position, uint32 pause, uint16 zoneid);
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uint32 AddWPForSpawn(Client *c, uint32 spawn2id, const glm::vec4& position, uint32 pause, int type1, int type2, uint16 zoneid);
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void ModifyGrid(Client *c, bool remove, uint32 id, uint8 type = 0, uint8 type2 = 0, uint16 zoneid = 0);
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bool GridExistsInZone(uint32 zone_id, uint32 grid_id);
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void ModifyWP(Client *c, uint32 grid_id, uint32 wp_num, const glm::vec3& location, uint32 script = 0, uint16 zoneid = 0);
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uint8 GetGridType(uint32 grid, uint32 zoneid);
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uint8 GetGridType2(uint32 grid, uint16 zoneid);
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