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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
This commit is contained in:
+5
-5
@@ -232,27 +232,27 @@ void Lua_Client::SetBindPoint() {
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void Lua_Client::SetBindPoint(int to_zone) {
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Lua_Safe_Call_Void();
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self->SetBindPoint(to_zone);
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self->SetBindPoint(0, to_zone);
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}
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void Lua_Client::SetBindPoint(int to_zone, int to_instance) {
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Lua_Safe_Call_Void();
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self->SetBindPoint(to_zone, to_instance);
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self->SetBindPoint(0, to_zone, to_instance);
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}
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void Lua_Client::SetBindPoint(int to_zone, int to_instance, float new_x) {
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Lua_Safe_Call_Void();
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self->SetBindPoint(to_zone, to_instance, glm::vec3(new_x,0.0f,0.0f));
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self->SetBindPoint(0, to_zone, to_instance, glm::vec3(new_x,0.0f,0.0f));
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}
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void Lua_Client::SetBindPoint(int to_zone, int to_instance, float new_x, float new_y) {
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Lua_Safe_Call_Void();
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self->SetBindPoint(to_zone, to_instance, glm::vec3(new_x, new_y, 0.0f));
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self->SetBindPoint(0, to_zone, to_instance, glm::vec3(new_x, new_y, 0.0f));
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}
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void Lua_Client::SetBindPoint(int to_zone, int to_instance, float new_x, float new_y, float new_z) {
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Lua_Safe_Call_Void();
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self->SetBindPoint(to_zone, to_instance, glm::vec3(new_x, new_y, new_z));
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self->SetBindPoint(0, to_zone, to_instance, glm::vec3(new_x, new_y, new_z));
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}
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float Lua_Client::GetBindX() {
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