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