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