Changed a bunch of event names, made event_death returning more seamless and fixed up trading quests to have them always face target outside the parser

This commit is contained in:
KimLS
2013-05-15 18:43:06 -07:00
parent b26df187e6
commit f2e0f9cca5
20 changed files with 101 additions and 140 deletions
+4 -4
View File
@@ -6303,7 +6303,7 @@ void Client::Handle_OP_ClickDoor(const EQApplicationPacket *app)
char buf[20];
snprintf(buf, 19, "%u", cd->doorid);
buf[19] = '\0';
parse->EventPlayer(EVENT_CLICKDOOR, this, buf, 0);
parse->EventPlayer(EVENT_CLICK_DOOR, this, buf, 0);
currentdoor->HandleClick(this,0);
return;
@@ -9627,7 +9627,7 @@ void Client::CompleteConnect()
SendDisciplineTimers();
parse->EventPlayer(EVENT_ENTERZONE, this, "", 0);
parse->EventPlayer(EVENT_ENTER_ZONE, this, "", 0);
//This sub event is for if a player logs in for the first time since entering world.
if(firstlogon == 1)
@@ -10670,11 +10670,11 @@ void Client::Handle_OP_PopupResponse(const EQApplicationPacket *app) {
char buf[16];
sprintf(buf, "%d\0", prs->popupid);
parse->EventPlayer(EVENT_POPUPRESPONSE, this, buf, 0);
parse->EventPlayer(EVENT_POPUP_RESPONSE, this, buf, 0);
Mob* Target = GetTarget();
if(Target && Target->IsNPC()) {
parse->EventNPC(EVENT_POPUPRESPONSE, Target->CastToNPC(), this, buf, 0);
parse->EventNPC(EVENT_POPUP_RESPONSE, Target->CastToNPC(), this, buf, 0);
}
}