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[Quest API] (Performance) Check event EVENT_WAYPOINT_ARRIVE or EVENT_WAYPOINT_DEPART exist before export and execute (#2905)
* [Quest API] Optionally parse EVENT_WAYPOINT_ARRIVE and EVENT_WAYPOINT_DEPART
# Notes
- Optionally parse these events instead of always doing so.
* [Quest API] Optionally parse EVENT_WARP
# Notes
- Optionally parse this event instead of always doing so.
* Revert "[Quest API] Optionally parse EVENT_WARP"
This reverts commit d8acb9883d.
This commit is contained in:
+7
-6
@@ -1753,9 +1753,10 @@ void NPC::AI_DoMovement() {
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RotateTo(m_CurrentWayPoint.w);
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}
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//kick off event_waypoint arrive
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std::string export_string = fmt::format("{}", cur_wp);
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parse->EventNPC(EVENT_WAYPOINT_ARRIVE, CastToNPC(), nullptr, export_string, 0);
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if (parse->HasQuestSub(GetNPCTypeID(), EVENT_WAYPOINT_ARRIVE)) {
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parse->EventNPC(EVENT_WAYPOINT_ARRIVE, CastToNPC(), nullptr, std::to_string(cur_wp), 0);
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}
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// No need to move as we are there. Next loop will
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// take care of normal grids, even at pause 0.
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// We do need to call and setup a wp if we're cur_wp=-2
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@@ -1871,9 +1872,9 @@ void NPC::AI_SetupNextWaypoint() {
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entity_list.OpenDoorsNear(this);
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if (!DistractedFromGrid) {
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//kick off event_waypoint depart
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std::string export_string = fmt::format("{}", cur_wp);
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parse->EventNPC(EVENT_WAYPOINT_DEPART, CastToNPC(), nullptr, export_string, 0);
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if (parse->HasQuestSub(GetNPCTypeID(), EVENT_WAYPOINT_DEPART)) {
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parse->EventNPC(EVENT_WAYPOINT_DEPART, CastToNPC(), nullptr, std::to_string(cur_wp), 0);
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}
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//setup our next waypoint, if we are still on our normal grid
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//remember that the quest event above could have done anything it wanted with our grid
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