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
+1 -1
View File
@@ -468,7 +468,7 @@ public:
inline bool IsMoving() const { return moving; }
virtual void SetMoving(bool move) { moving = move; m_Delta = glm::vec4(); }
virtual void GoToBind(uint8 bindnum = 0) { }
virtual void Gate();
virtual void Gate(uint8 bindnum = 0);
int GetWalkspeed() const { return(_GetWalkSpeed()); }
int GetRunspeed() const { return(_GetRunSpeed()); }
void SetCurrentSpeed(int in);