From 635d28cd65a17ae995c2099a132ffd9dc69d9eaa Mon Sep 17 00:00:00 2001 From: KimLS Date: Sun, 20 Apr 2014 17:26:51 -0700 Subject: [PATCH] Change to how quest signals work --- changelog.txt | 1 + zone/questmgr.cpp | 13 +++---------- 2 files changed, 4 insertions(+), 10 deletions(-) diff --git a/changelog.txt b/changelog.txt index e1cbd7f80..007a4153f 100644 --- a/changelog.txt +++ b/changelog.txt @@ -2,6 +2,7 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50) ------------------------------------------------------- == 04/20/2014 == Secrets: Changed the functionality of EQDEBUG cmake flag. It now suppresses logs, but shows crashes in any scenario when set to 1. It will also now show crashes even if the log system is disabled. +KLS: Change to how signals work, signals with no delay will now be added to the signal queue. This addresses an odd timing issue where NPCs are in a state of life/death flux when a signal from event_death goes off. == 04/18/2014 == Akkadius: Added #command error message suppression for those who don't want to see 'Command is not recognized' constantly diff --git a/zone/questmgr.cpp b/zone/questmgr.cpp index 4e5ceb1da..80fd1ef8c 100644 --- a/zone/questmgr.cpp +++ b/zone/questmgr.cpp @@ -1277,16 +1277,9 @@ void QuestManager::signalwith(int npc_id, int signal_id, int wait_ms) { if(wait_ms > 0) { STimerList.push_back(SignalTimer(wait_ms, npc_id, signal_id)); return; - } - - if (npc_id<1) - { - printf("signal() bad npcid=%i\n",npc_id); - } - else - { - //initiator* signalnpc=0; - entity_list.SignalMobsByNPCID(npc_id, signal_id); + } else { + STimerList.push_back(SignalTimer(0, npc_id, signal_id)); + return; } }