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[Quest API] Add Marquee methods to Perl/Lua. (#2544)
* [Quest API] Add zonemarquee to Perl/Lua. # Perl - Add `quest::zonemarquee(type, priority, fade_in, fade_out, duration, message)` to Perl. # Lua - Add `eq.zone_marquee(type, priority, fade_in, fade_out, duration, message)` to Lua. # Notes - Allows operators to easily send a zone-wide marquee, similar to `quest::ze`/`eq.zone_emote`. * Update lua_general.cpp * Add other methods. * Add entity list marquee * Update client.cpp * Add more shorthands.
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@@ -555,6 +555,21 @@ Lua_NPC Lua_EntityList::GetRandomNPC(float x, float y, float z, float distance,
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return self->GetRandomNPC(glm::vec3(x, y, z), distance, exclude_npc);
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}
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void Lua_EntityList::Marquee(uint32 type, std::string message) {
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Lua_Safe_Call_Void();
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self->Marquee(type, message);
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}
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void Lua_EntityList::Marquee(uint32 type, std::string message, uint32 duration) {
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Lua_Safe_Call_Void();
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self->Marquee(type, message, duration);
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}
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void Lua_EntityList::Marquee(uint32 type, uint32 priority, uint32 fade_in, uint32 fade_out, uint32 duration, std::string message) {
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Lua_Safe_Call_Void();
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self->Marquee(type, priority, fade_in, fade_out, duration, message);
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}
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luabind::scope lua_register_entity_list() {
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return luabind::class_<Lua_EntityList>("EntityList")
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.def(luabind::constructor<>())
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@@ -624,6 +639,9 @@ luabind::scope lua_register_entity_list() {
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.def("HalveAggro", (void(Lua_EntityList::*)(Lua_Mob))&Lua_EntityList::HalveAggro)
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.def("IsMobSpawnedByNpcTypeID", (bool(Lua_EntityList::*)(int))&Lua_EntityList::IsMobSpawnedByNpcTypeID)
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.def("MakeNameUnique", (std::string(Lua_EntityList::*)(const char*))&Lua_EntityList::MakeNameUnique)
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.def("Marquee", (void(Lua_EntityList::*)(uint32, std::string))&Lua_EntityList::Marquee)
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.def("Marquee", (void(Lua_EntityList::*)(uint32, std::string, uint32))&Lua_EntityList::Marquee)
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.def("Marquee", (void(Lua_EntityList::*)(uint32, uint32, uint32, uint32, uint32, std::string))&Lua_EntityList::Marquee)
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.def("Message", (void(Lua_EntityList::*)(uint32, uint32, const char*))&Lua_EntityList::Message)
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.def("MessageClose", (void(Lua_EntityList::*)(Lua_Mob, bool, float, uint32, const char*))&Lua_EntityList::MessageClose)
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.def("MessageGroup", (void(Lua_EntityList::*)(Lua_Mob, bool, uint32, const char*))&Lua_EntityList::MessageGroup)
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