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Merge git://github.com/EQEmu/Server into Development
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commit
441ddf233a
@ -1,4 +0,0 @@
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ALTER TABLE `merc_stats` MODIFY COLUMN `special_abilities` text CHARACTER SET latin1 COLLATE latin1_swedish_ci NULL AFTER `attack_speed`;
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ALTER TABLE `npc_types` MODIFY COLUMN `special_abilities` text CHARACTER SET latin1 COLLATE latin1_swedish_ci NULL AFTER `npcspecialattks`;
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@ -0,0 +1,4 @@
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ALTER TABLE `merc_stats` MODIFY COLUMN `special_abilities` text CHARACTER SET latin1 COLLATE latin1_swedish_ci NULL;
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ALTER TABLE `npc_types` MODIFY COLUMN `special_abilities` text CHARACTER SET latin1 COLLATE latin1_swedish_ci NULL;
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@ -1290,9 +1290,9 @@ void QuestManager::signal(int npc_id, int wait_ms) {
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void QuestManager::setglobal(const char *varname, const char *newvalue, int options, const char *duration) {
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void QuestManager::setglobal(const char *varname, const char *newvalue, int options, const char *duration) {
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QuestManagerCurrentQuestVars();
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QuestManagerCurrentQuestVars();
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int qgZoneid=zone->GetZoneID();
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int qgZoneid = zone->GetZoneID();
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int qgCharid=0;
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int qgCharid = 0;
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int qgNpcid = owner->GetNPCTypeID();
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int qgNpcid = owner ? owner->GetNPCTypeID() : 0; // encounter scripts don't have an owner
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/* options value determines the availability of global variables to NPCs when a quest begins
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/* options value determines the availability of global variables to NPCs when a quest begins
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------------------------------------------------------------------
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------------------------------------------------------------------
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@ -1410,9 +1410,9 @@ void QuestManager::targlobal(const char *varname, const char *value, const char
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void QuestManager::delglobal(const char *varname) {
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void QuestManager::delglobal(const char *varname) {
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QuestManagerCurrentQuestVars();
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QuestManagerCurrentQuestVars();
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int qgZoneid=zone->GetZoneID();
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int qgZoneid = zone->GetZoneID();
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int qgCharid=0;
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int qgCharid = 0;
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int qgNpcid=owner->GetNPCTypeID();
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int qgNpcid = owner ? owner->GetNPCTypeID() : 0; // encounter scripts don't have an owner
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if (initiator && initiator->IsClient()) // some events like waypoint and spawn don't have a player involved
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if (initiator && initiator->IsClient()) // some events like waypoint and spawn don't have a player involved
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qgCharid=initiator->CharacterID();
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qgCharid=initiator->CharacterID();
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