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Merge from master
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+12
-12
@@ -388,14 +388,14 @@ public:
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void UpdateFindableNPCState(NPC *n, bool Remove);
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void HideCorpses(Client *c, uint8 CurrentMode, uint8 NewMode);
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void GetMobList(list<Mob*> &m_list);
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void GetNPCList(list<NPC*> &n_list);
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void GetMercList(list<Merc*> &n_list);
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void GetClientList(list<Client*> &c_list);
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void GetCorpseList(list<Corpse*> &c_list);
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void GetObjectList(list<Object*> &o_list);
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void GetDoorsList(list<Doors*> &d_list);
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void GetTargetsForConeArea(Mob *start, uint32 radius, uint32 height, list<Mob*> &m_list);
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void GetMobList(std::list<Mob*> &m_list);
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void GetNPCList(std::list<NPC*> &n_list);
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void GetMercList(std::list<Merc*> &n_list);
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void GetClientList(std::list<Client*> &c_list);
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void GetCorpseList(std::list<Corpse*> &c_list);
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void GetObjectList(std::list<Object*> &o_list);
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void GetDoorsList(std::list<Doors*> &d_list);
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void GetTargetsForConeArea(Mob *start, uint32 radius, uint32 height, std::list<Mob*> &m_list);
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void DepopAll(int NPCTypeID, bool StartSpawnTimer = true);
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@@ -413,7 +413,7 @@ private:
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//used for limiting spawns
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class SpawnLimitRecord { public: uint32 spawngroup_id; uint32 npc_type; };
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map<uint16, SpawnLimitRecord> npc_limit_list; //entity id -> npc type
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std::map<uint16, SpawnLimitRecord> npc_limit_list; //entity id -> npc type
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uint32 tsFirstSpawnOnQueue; // timestamp that the top spawn on the spawnqueue was added, should be 0xFFFFFFFF if queue is empty
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uint32 NumSpawnsOnQueue;
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@@ -423,14 +423,14 @@ private:
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LinkedList<Mob*> mob_list;
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LinkedList<NPC*> npc_list;
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LinkedList<Merc *> merc_list;
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list<Group*> group_list;
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std::list<Group*> group_list;
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LinkedList<Corpse*> corpse_list;
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LinkedList<Object*> object_list;
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LinkedList<Doors*> door_list;
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LinkedList<Trap*> trap_list;
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LinkedList<Beacon*> beacon_list;
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LinkedList<NPC *> proximity_list;
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list<Raid *> raid_list;
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std::list<Raid *> raid_list;
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uint16 last_insert_id;
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// Please Do Not Declare Any EntityList Class Members After This Comment
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@@ -442,7 +442,7 @@ private:
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Mob* GetMobByBotID(uint32 botID);
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Bot* GetBotByBotID(uint32 botID);
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Bot* GetBotByBotName(std::string botName);
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list<Bot*> GetBotsByBotOwnerCharacterID(uint32 botOwnerCharacterID);
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std::list<Bot*> GetBotsByBotOwnerCharacterID(uint32 botOwnerCharacterID);
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bool Bot_AICheckCloseBeneficialSpells(Bot* caster, uint8 iChance, float iRange, uint16 iSpellTypes); // TODO: Evaluate this closesly in hopes to eliminate
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void ShowSpawnWindow(Client* client, int Distance, bool NamedOnly); // TODO: Implement ShowSpawnWindow in the bot class but it needs entity list stuff
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