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

@ -47,7 +47,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
break;
}
}
public bool IsClientConnectionsReady()
{
return (zoneConnection != null && chatConnection != null);
@ -57,7 +57,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
{
zoneConnection.Disconnect();
chatConnection.Disconnect();
}
}
public bool IsDisconnected()
{
@ -71,7 +71,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
public void QueuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
{
zoneConnection.QueuePacket(subPacket, isAuthed, isEncrypted);
zoneConnection.QueuePacket(subPacket, isAuthed, isEncrypted);
}
public Player GetActor()
@ -97,7 +97,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
}
public void UpdatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState)
{
{
playerActor.oldPositionX = playerActor.positionX;
playerActor.oldPositionY = playerActor.positionY;
playerActor.oldPositionZ = playerActor.positionZ;
@ -110,11 +110,11 @@ namespace FFXIVClassic_Map_Server.dataobjects
playerActor.moveState = moveState;
GetActor().zone.UpdateActorPosition(GetActor());
}
}
public void UpdateInstance(List<Actor> list)
{
{
List<BasePacket> basePackets = new List<BasePacket>();
List<SubPacket> RemoveActorSubpackets = new List<SubPacket>();
List<SubPacket> posUpdateSubpackets = new List<SubPacket>();
@ -125,7 +125,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
if (!list.Contains(actorInstanceList[i]))
{
GetActor().QueuePacket(RemoveActorPacket.BuildPacket(playerActor.actorId, actorInstanceList[i].actorId));
actorInstanceList.RemoveAt(i);
actorInstanceList.RemoveAt(i);
}
}
@ -145,7 +145,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
{
GetActor().QueuePacket(actor.GetSpawnPackets(playerActor.actorId, 1));
GetActor().QueuePacket(actor.GetInitPackets(playerActor.actorId));
GetActor().QueuePacket(actor.GetSetEventStatusPackets(playerActor.actorId));
GetActor().QueuePacket(actor.GetSetEventStatusPackets(playerActor.actorId));
actorInstanceList.Add(actor);
if (actor is Npc)