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Converted Corpse constructor to xyz_heading
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7c211e1e11
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@ -90,10 +90,7 @@ Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_
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pcs->silver, // uint32 in_silver
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pcs->gold, // uint32 in_gold
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pcs->plat, // uint32 in_plat
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position.m_X, // float in_x
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position.m_Y, // float in_y
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position.m_Z, // float in_z
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position.m_Heading, // float in_heading
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position,
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pcs->size, // float in_size
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pcs->gender, // uint8 in_gender
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pcs->race, // uint16 in_race
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@ -423,7 +420,7 @@ std::list<uint32> Corpse::MoveItemToCorpse(Client *client, ItemInst *item, int16
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// To be called from LoadFromDBData
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// Mongrel: added see_invis and see_invis_undead
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Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemList* in_itemlist, uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_plat, float in_x, float in_y, float in_z, float in_heading, float in_size, uint8 in_gender, uint16 in_race, uint8 in_class, uint8 in_deity, uint8 in_level, uint8 in_texture, uint8 in_helmtexture,uint32 in_rezexp, bool wasAtGraveyard)
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Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemList* in_itemlist, uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_plat, const xyz_heading& position, float in_size, uint8 in_gender, uint16 in_race, uint8 in_class, uint8 in_deity, uint8 in_level, uint8 in_texture, uint8 in_helmtexture,uint32 in_rezexp, bool wasAtGraveyard)
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: Mob("Unnamed_Corpse",
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"",
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0,
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@ -437,7 +434,7 @@ in_level,
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0,
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in_size,
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0,
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xyz_heading(in_x, in_y,in_z,in_heading),
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position,
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0,
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in_texture,
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in_helmtexture,
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@ -503,9 +500,9 @@ in_helmtexture,
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this->platinum = in_plat;
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rezzexp = in_rezexp;
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for (int i = 0; i < MAX_LOOTERS; i++){
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for (int i = 0; i < MAX_LOOTERS; i++)
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allowed_looters[i] = 0;
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}
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SetPKItem(0);
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}
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@ -34,7 +34,7 @@ public:
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Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NPCType** in_npctypedata, uint32 in_decaytime = 600000);
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Corpse(Client* client, int32 in_rezexp);
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Corpse(uint32 in_corpseid, uint32 in_charid, const char* in_charname, ItemList* in_itemlist, uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_plat, float in_x, float in_y, float in_z, float in_heading, float in_size, uint8 in_gender, uint16 in_race, uint8 in_class, uint8 in_deity, uint8 in_level, uint8 in_texture, uint8 in_helmtexture, uint32 in_rezexp, bool wasAtGraveyard = false);
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Corpse(uint32 in_corpseid, uint32 in_charid, const char* in_charname, ItemList* in_itemlist, uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_plat, const xyz_heading& position, float in_size, uint8 in_gender, uint16 in_race, uint8 in_class, uint8 in_deity, uint8 in_level, uint8 in_texture, uint8 in_helmtexture, uint32 in_rezexp, bool wasAtGraveyard = false);
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~Corpse();
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static Corpse* LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_charname, const xyz_heading& position, std::string time_of_death, bool rezzed, bool was_at_graveyard);
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