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
+2 -2
View File
@@ -582,8 +582,8 @@ public:
void GoToBind(uint8 bindnum = 0);
void GoToSafeCoords(uint16 zone_id, uint16 instance_id);
void Gate();
void SetBindPoint(int to_zone = -1, int to_instance = 0, const glm::vec3& location = glm::vec3());
void Gate(uint8 bindnum = 0);
void SetBindPoint(int bind_num = 0, int to_zone = -1, int to_instance = 0, const glm::vec3& location = glm::vec3());
void SetStartZone(uint32 zoneid, float x = 0.0f, float y =0.0f, float z = 0.0f);
uint32 GetStartZone(void);
void MovePC(const char* zonename, float x, float y, float z, float heading, uint8 ignorerestrictions = 0, ZoneMode zm = ZoneSolicited);