corrected mob to use correct substate

- added global tick
- stubbed some more functions
- added checks for engaged/dead
- todo: everything else
This commit is contained in:
Tahir Akhlaq 2017-06-14 20:01:15 +01:00
parent b9bfe5e985
commit 2c9ae60bbf
9 changed files with 131 additions and 36 deletions

View file

@ -412,7 +412,7 @@ namespace FFXIVClassic_Map_Server.Actors
AddActorToZone(npc);
}
public Npc SpawnActor(uint classId, string uniqueId, float x, float y, float z, float rot = 0, ushort state = 0, uint animId = 0)
public Npc SpawnActor(uint classId, string uniqueId, float x, float y, float z, float rot = 0, ushort state = 0, uint animId = 0, bool isMob = true)
{
ActorClass actorClass = Server.GetWorldManager().GetActorClass(classId);
@ -426,7 +426,12 @@ namespace FFXIVClassic_Map_Server.Actors
else
zoneId = actorId;
Npc npc = new Npc(mActorList.Count + 1, actorClass, uniqueId, this, x, y, z, rot, state, animId, null);
Npc npc;
if(isMob)
npc = new Mob(mActorList.Count + 1, actorClass, uniqueId, this, x, y, z, rot, state, animId, null);
else
npc = new Npc(mActorList.Count + 1, actorClass, uniqueId, this, x, y, z, rot, state, animId, null);
npc.LoadEventConditions(actorClass.eventConditions);