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Implemented lua methods eq.pause_timer("timername") and eq.resume_tim…
…er("timername"). This allows developers to pause and resume the given timer on the current NPC.
Added lua method eq.is_paused_timer("timername") to check to see if y…
…ou have a paused timer or not. Example usage:
if(eq.is_paused_timer("test"))then
e.self:Say("You have a paused timer.");
else
e.self:Say("You do not have a paused timer.");
end
(credit goes to Cavedude)
This commit is contained in:
@@ -41,6 +41,12 @@ class QuestManager {
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bool depop_npc;
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std::string encounter;
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};
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struct PausedTimer {
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Mob * owner;
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std::string name;
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uint32 time;
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};
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public:
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QuestManager();
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virtual ~QuestManager();
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@@ -82,6 +88,9 @@ public:
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void stopalltimers();
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void stopalltimers(EQEmu::ItemInstance *inst);
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void stopalltimers(Mob *mob);
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void pausetimer(const char *timer_name);
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void resumetimer(const char *timer_name);
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bool ispausedtimer(const char *timer_name);
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void emote(const char *str);
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void shout(const char *str);
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void shout2(const char *str);
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@@ -304,6 +313,7 @@ private:
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};
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std::list<QuestTimer> QTimerList;
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std::list<SignalTimer> STimerList;
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std::list<PausedTimer> PTimerList;
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size_t item_timers;
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};
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