Some quest item and spell work, took out that stupid multiquesting code -> use your brains that's completely doable entirely in quests even perl

This commit is contained in:
KimLS
2013-05-17 17:10:38 -07:00
parent bec6acc01e
commit 7adcf6d3e5
26 changed files with 416 additions and 483 deletions
-16
View File
@@ -357,7 +357,6 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, float x, float y, float z, float
NPC::~NPC()
{
ClearQuestLists();
entity_list.RemoveNPC(GetID());
AI_Stop();
@@ -2342,21 +2341,6 @@ bool NPC::CanTalk()
return false;
}
void NPC::PrintOutQuestItems(Client* c){
c->Message(4,"Quest Items currently awaiting completion on %s",GetName());
LinkedListIterator<ItemInst*> iterator(questItems);
iterator.Reset();
while(iterator.MoreElements())
{
c->Message(5,"ItemName: %s (%d) | Charges: %i",iterator.GetData()->GetItem()->Name,iterator.GetData()->GetItem()->ID,iterator.GetData()->GetCharges());
iterator.Advance();
}
c->Message(4,"End of quest items list.");
}
//this is called with 'this' as the mob being looked at, and
//iOther the mob who is doing the looking. It should figure out
//what iOther thinks about 'this'