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