New style of scripting for better complex menus.

This commit is contained in:
Filip Maj 2016-06-17 23:17:24 -04:00
parent cdf4b3a2f2
commit 4e69022072
8 changed files with 170 additions and 58 deletions

View file

@ -273,8 +273,8 @@ namespace FFXIVClassic_Map_Server
}
}
}
LuaEngine.DoActorOnEventStarted(player.GetActor(), ownerActor, eventStart);
player.GetActor().StartEvent(ownerActor, eventStart);
Program.Log.Debug("\n===Event START===\nSource Actor: 0x{0:X}\nCaller Actor: 0x{1:X}\nVal1: 0x{2:X}\nVal2: 0x{3:X}\nEvent Starter: {4}\nParams: {5}", eventStart.actorID, eventStart.scriptOwnerActorID, eventStart.val1, eventStart.val2, eventStart.triggerName, LuaUtils.DumpParams(eventStart.luaParams));
break;
@ -286,7 +286,7 @@ namespace FFXIVClassic_Map_Server
subpacket.DebugPrintSubPacket();
EventUpdatePacket eventUpdate = new EventUpdatePacket(subpacket.data);
Program.Log.Debug("\n===Event UPDATE===\nSource Actor: 0x{0:X}\nCaller Actor: 0x{1:X}\nVal1: 0x{2:X}\nVal2: 0x{3:X}\nStep: 0x{4:X}\nParams: {5}", eventUpdate.actorID, eventUpdate.scriptOwnerActorID, eventUpdate.val1, eventUpdate.val2, eventUpdate.step, LuaUtils.DumpParams(eventUpdate.luaParams));
/*
//Is it a static actor? If not look in the player's instance
Actor updateOwnerActor = Server.GetStaticActors(player.GetActor().currentEventOwner);
if (updateOwnerActor == null)
@ -299,8 +299,10 @@ namespace FFXIVClassic_Map_Server
if (updateOwnerActor == null)
break;
}
*/
player.GetActor().UpdateEvent(eventUpdate);
LuaEngine.DoActorOnEventUpdated(player.GetActor(), updateOwnerActor, eventUpdate);
//LuaEngine.DoActorOnEventUpdated(player.GetActor(), updateOwnerActor, eventUpdate);
break;
case 0x012F: