Change to how quest signals work

This commit is contained in:
KimLS
2014-04-20 17:26:51 -07:00
parent 87994ebfba
commit 635d28cd65
2 changed files with 4 additions and 10 deletions
+3 -10
View File
@@ -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;
}
}