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summonburriedplayercorpse converted to xyz_heading
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04e24ddce4
commit
efc4ba0e27
@ -1747,12 +1747,9 @@ XS(XS__summonburriedplayercorpse)
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bool RETVAL;
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bool RETVAL;
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uint32 char_id = (int)SvIV(ST(0));
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uint32 char_id = (int)SvIV(ST(0));
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float dest_x = (float)SvIV(ST(1));
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auto position = xyz_heading((float)SvIV(ST(1)), (float)SvIV(ST(2)), (float)SvIV(ST(3)),(float)SvIV(ST(4)));
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float dest_y = (float)SvIV(ST(2));
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float dest_z = (float)SvIV(ST(3));
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float dest_heading = (float)SvIV(ST(4));
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RETVAL = quest_manager.summonburriedplayercorpse(char_id, dest_x, dest_y, dest_z, dest_heading);
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RETVAL = quest_manager.summonburriedplayercorpse(char_id, position);
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ST(0) = boolSV(RETVAL);
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ST(0) = boolSV(RETVAL);
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sv_2mortal(ST(0));
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sv_2mortal(ST(0));
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@ -485,7 +485,7 @@ void lua_toggle_spawn_event(int event_id, bool enable, bool strict, bool reset)
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}
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}
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void lua_summon_burried_player_corpse(uint32 char_id, float x, float y, float z, float h) {
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void lua_summon_burried_player_corpse(uint32 char_id, float x, float y, float z, float h) {
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quest_manager.summonburriedplayercorpse(char_id, x, y, z, h);
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quest_manager.summonburriedplayercorpse(char_id, xyz_heading(x, y, z, h));
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}
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}
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void lua_summon_all_player_corpses(uint32 char_id, float x, float y, float z, float h) {
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void lua_summon_all_player_corpses(uint32 char_id, float x, float y, float z, float h) {
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@ -1734,16 +1734,17 @@ void QuestManager::sethp(int hpperc) {
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owner->Damage(owner, newhp, SPELL_UNKNOWN, SkillHandtoHand, false, 0, false);
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owner->Damage(owner, newhp, SPELL_UNKNOWN, SkillHandtoHand, false, 0, false);
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}
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}
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bool QuestManager::summonburriedplayercorpse(uint32 char_id, float dest_x, float dest_y, float dest_z, float dest_heading) {
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bool QuestManager::summonburriedplayercorpse(uint32 char_id, const xyz_heading& position) {
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bool Result = false;
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bool Result = false;
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if(char_id > 0) {
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if(char_id <= 0)
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Corpse* PlayerCorpse = database.SummonBuriedCharacterCorpses(char_id, zone->GetZoneID(), zone->GetInstanceID(), dest_x, dest_y, dest_z, dest_heading);
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return false;
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if(PlayerCorpse) {
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Result = true;
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Corpse* PlayerCorpse = database.SummonBuriedCharacterCorpses(char_id, zone->GetZoneID(), zone->GetInstanceID(), position.m_X, position.m_Y, position.m_Z, position.m_Heading);
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}
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if(!PlayerCorpse)
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}
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return false;
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return Result;
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return true;
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}
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}
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bool QuestManager::summonallplayercorpses(uint32 char_id, float dest_x, float dest_y, float dest_z, float dest_heading) {
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bool QuestManager::summonallplayercorpses(uint32 char_id, float dest_x, float dest_y, float dest_z, float dest_heading) {
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@ -156,7 +156,7 @@ public:
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void set_zone_flag(int zone_id);
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void set_zone_flag(int zone_id);
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void clear_zone_flag(int zone_id);
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void clear_zone_flag(int zone_id);
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void sethp(int hpperc);
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void sethp(int hpperc);
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bool summonburriedplayercorpse(uint32 char_id, float dest_x, float dest_y, float dest_z, float dest_heading);
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bool summonburriedplayercorpse(uint32 char_id, const xyz_heading& position);
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bool summonallplayercorpses(uint32 char_id, float dest_x, float dest_y, float dest_z, float dest_heading);
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bool summonallplayercorpses(uint32 char_id, float dest_x, float dest_y, float dest_z, float dest_heading);
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uint32 getplayerburriedcorpsecount(uint32 char_id);
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uint32 getplayerburriedcorpsecount(uint32 char_id);
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bool buryplayercorpse(uint32 char_id);
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bool buryplayercorpse(uint32 char_id);
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