Implement extra bind points (secondary recall)

For SE_Gate, base2 is which bind to use (starting at 1)
For SE_BindAffinity, base1 is which bind to set (starting at 1)
For SE_GateCastersBindpoint, base1 is which bind to use (starting at 1)
    here was actually no spells that don't send to the main bind,
    but it uses a base1 of 1 which matches with SE_Gate
    This also doesn't break anything

The quest stuff for now hasn't been updated to be able to make use of the extra binds

There are a total of 5 bind points, with the 5th being your starting city
This commit is contained in:
Michael Cook (mackal)
2016-03-05 16:28:53 -05:00
parent 655d2d47ba
commit 9599501ace
17 changed files with 109 additions and 88 deletions
+3 -4
View File
@@ -587,10 +587,9 @@ bool Client::Save(uint8 iCommitNow) {
database.SaveCharacterCurrency(CharacterID(), &m_pp);
/* Save Current Bind Points */
auto regularBindPosition = glm::vec4(m_pp.binds[0].x, m_pp.binds[0].y, m_pp.binds[0].z, 0.0f);
auto homeBindPosition = glm::vec4(m_pp.binds[4].x, m_pp.binds[4].y, m_pp.binds[4].z, 0.0f);
database.SaveCharacterBindPoint(CharacterID(), m_pp.binds[0].zoneId, m_pp.binds[0].instance_id, regularBindPosition, 0); /* Regular bind */
database.SaveCharacterBindPoint(CharacterID(), m_pp.binds[4].zoneId, m_pp.binds[4].instance_id, homeBindPosition, 1); /* Home Bind */
for (int i = 0; i < 5; i++)
if (m_pp.binds[i].zoneId)
database.SaveCharacterBindPoint(CharacterID(), m_pp.binds[i], i);
/* Save Character Buffs */
database.SaveBuffs(this);