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Added direct inventory access, and event_loot for items and event_weapon_proc for items
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@@ -4,7 +4,7 @@
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typedef void(*NPCArgumentHandler)(QuestInterface*, lua_State*, NPC*, Mob*, std::string, uint32, std::vector<void*>*);
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typedef void(*PlayerArgumentHandler)(QuestInterface*, lua_State*, Client*, std::string, uint32, std::vector<void*>*);
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typedef void(*ItemArgumentHandler)(QuestInterface*, lua_State*, Client*, ItemInst*, std::string, uint32, std::vector<void*>*);
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typedef void(*ItemArgumentHandler)(QuestInterface*, lua_State*, Client*, ItemInst*, Mob*, std::string, uint32, std::vector<void*>*);
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typedef void(*SpellArgumentHandler)(QuestInterface*, lua_State*, NPC*, Client*, uint32, uint32, std::vector<void*>*);
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//NPC
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@@ -86,18 +86,26 @@ void handle_player_null(QuestInterface *parse, lua_State* L, Client* client, std
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std::vector<void*> *extra_pointers);
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//Item
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void handle_item_click(QuestInterface *parse, lua_State* L, Client* client, ItemInst* item, std::string data, uint32 extra_data,
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void handle_item_click(QuestInterface *parse, lua_State* L, Client* client, ItemInst* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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void handle_item_timer(QuestInterface *parse, lua_State* L, Client* client, ItemInst* item, std::string data, uint32 extra_data,
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void handle_item_timer(QuestInterface *parse, lua_State* L, Client* client, ItemInst* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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void handle_item_null(QuestInterface *parse, lua_State* L, Client* client, ItemInst* item, std::string data, uint32 extra_data,
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void handle_item_proc(QuestInterface *parse, lua_State* L, Client* client, ItemInst* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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void handle_item_loot(QuestInterface *parse, lua_State* L, Client* client, ItemInst* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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void handle_item_null(QuestInterface *parse, lua_State* L, Client* client, ItemInst* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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//Spell
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void handle_spell_effect(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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void handle_spell_tic(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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void handle_spell_fade(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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void handle_translocate_finish(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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void handle_spell_null(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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