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[Quest API] Cleanup Signal Methods in Perl/Lua. (#2604)
# Perl - Add `$client->Signal(signal_id)`. # Notes - Some places still had signal as `uint32` versus `int`. - Rename `signal` to `signal_id` where valid so we don't have conflicts.
This commit is contained in:
+25
-25
@@ -2868,40 +2868,40 @@ void lua_cross_zone_set_entity_variable_by_client_name(const char* character_nam
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quest_manager.CrossZoneSetEntityVariable(update_type, update_identifier, variable_name, variable_value, character_name);
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}
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void lua_cross_zone_signal_client_by_char_id(uint32 character_id, int signal) {
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void lua_cross_zone_signal_client_by_char_id(uint32 character_id, int signal_id) {
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uint8 update_type = CZUpdateType_Character;
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quest_manager.CrossZoneSignal(update_type, character_id, signal);
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quest_manager.CrossZoneSignal(update_type, character_id, signal_id);
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}
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void lua_cross_zone_signal_client_by_group_id(uint32 group_id, int signal) {
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void lua_cross_zone_signal_client_by_group_id(uint32 group_id, int signal_id) {
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uint8 update_type = CZUpdateType_Group;
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quest_manager.CrossZoneSignal(update_type, group_id, signal);
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quest_manager.CrossZoneSignal(update_type, group_id, signal_id);
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}
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void lua_cross_zone_signal_client_by_raid_id(uint32 raid_id, int signal) {
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void lua_cross_zone_signal_client_by_raid_id(uint32 raid_id, int signal_id) {
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uint8 update_type = CZUpdateType_Raid;
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quest_manager.CrossZoneSignal(update_type, raid_id, signal);
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quest_manager.CrossZoneSignal(update_type, raid_id, signal_id);
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}
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void lua_cross_zone_signal_client_by_guild_id(uint32 guild_id, int signal) {
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void lua_cross_zone_signal_client_by_guild_id(uint32 guild_id, int signal_id) {
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uint8 update_type = CZUpdateType_Guild;
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quest_manager.CrossZoneSignal(update_type, guild_id, signal);
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quest_manager.CrossZoneSignal(update_type, guild_id, signal_id);
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}
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void lua_cross_zone_signal_client_by_expedition_id(uint32 expedition_id, int signal) {
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void lua_cross_zone_signal_client_by_expedition_id(uint32 expedition_id, int signal_id) {
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uint8 update_type = CZUpdateType_Expedition;
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quest_manager.CrossZoneSignal(update_type, expedition_id, signal);
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quest_manager.CrossZoneSignal(update_type, expedition_id, signal_id);
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}
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void lua_cross_zone_signal_client_by_name(const char* client_name, int signal) {
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void lua_cross_zone_signal_client_by_name(const char* client_name, int signal_id) {
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uint8 update_type = CZUpdateType_ClientName;
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int update_identifier = 0;
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quest_manager.CrossZoneSignal(update_type, update_identifier, signal, client_name);
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quest_manager.CrossZoneSignal(update_type, update_identifier, signal_id, client_name);
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}
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void lua_cross_zone_signal_npc_by_npctype_id(uint32 npctype_id, int signal) {
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void lua_cross_zone_signal_npc_by_npctype_id(uint32 npctype_id, int signal_id) {
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uint8 update_type = CZUpdateType_NPC;
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quest_manager.CrossZoneSignal(update_type, npctype_id, signal);
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quest_manager.CrossZoneSignal(update_type, npctype_id, signal_id);
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}
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void lua_cross_zone_update_activity_by_char_id(int character_id, uint32 task_id, int activity_id) {
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@@ -3329,24 +3329,24 @@ void lua_world_wide_set_entity_variable_npc(const char* variable_name, const cha
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quest_manager.WorldWideSetEntityVariable(update_type, variable_name, variable_value);
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}
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void lua_world_wide_signal_client(uint32 signal) {
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void lua_world_wide_signal_client(int signal_id) {
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uint8 update_type = WWSignalUpdateType_Character;
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quest_manager.WorldWideSignal(update_type, signal);
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quest_manager.WorldWideSignal(update_type, signal_id);
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}
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void lua_world_wide_signal_client(uint32 signal, uint8 min_status) {
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void lua_world_wide_signal_client(int signal_id, uint8 min_status) {
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uint8 update_type = WWSignalUpdateType_Character;
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quest_manager.WorldWideSignal(update_type, signal, min_status);
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quest_manager.WorldWideSignal(update_type, signal_id, min_status);
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}
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void lua_world_wide_signal_client(uint32 signal, uint8 min_status, uint8 max_status) {
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void lua_world_wide_signal_client(int signal_id, uint8 min_status, uint8 max_status) {
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uint8 update_type = WWSignalUpdateType_Character;
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quest_manager.WorldWideSignal(update_type, signal, min_status, max_status);
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quest_manager.WorldWideSignal(update_type, signal_id, min_status, max_status);
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}
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void lua_world_wide_signal_npc(uint32 signal) {
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void lua_world_wide_signal_npc(int signal_id) {
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uint8 update_type = WWSignalUpdateType_NPC;
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quest_manager.WorldWideSignal(update_type, signal);
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quest_manager.WorldWideSignal(update_type, signal_id);
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}
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void lua_world_wide_update_activity(uint32 task_id, int activity_id) {
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@@ -4329,9 +4329,9 @@ luabind::scope lua_register_general() {
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luabind::def("world_wide_set_entity_variable_client", (void(*)(const char*,const char*,uint8))&lua_world_wide_set_entity_variable_client),
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luabind::def("world_wide_set_entity_variable_client", (void(*)(const char*,const char*,uint8,uint8))&lua_world_wide_set_entity_variable_client),
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luabind::def("world_wide_set_entity_variable_npc", &lua_world_wide_set_entity_variable_npc),
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luabind::def("world_wide_signal_client", (void(*)(uint32))&lua_world_wide_signal_client),
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luabind::def("world_wide_signal_client", (void(*)(uint32,uint8))&lua_world_wide_signal_client),
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luabind::def("world_wide_signal_client", (void(*)(uint32,uint8,uint8))&lua_world_wide_signal_client),
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luabind::def("world_wide_signal_client", (void(*)(int))&lua_world_wide_signal_client),
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luabind::def("world_wide_signal_client", (void(*)(int,uint8))&lua_world_wide_signal_client),
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luabind::def("world_wide_signal_client", (void(*)(int,uint8,uint8))&lua_world_wide_signal_client),
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luabind::def("world_wide_signal_npc", &lua_world_wide_signal_npc),
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luabind::def("world_wide_update_activity", (void(*)(uint32,int))&lua_world_wide_update_activity),
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luabind::def("world_wide_update_activity", (void(*)(uint32,int,int))&lua_world_wide_update_activity),
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