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Redid the database, actor_class and npclist was combined. Added commands to the lua engine. Script will default to a PopulaceStandard if no script detected to avoid crashing. Static Actors now loaded from the static actors file.
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8 changed files with 157 additions and 907 deletions
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@ -224,24 +224,32 @@ namespace FFXIVClassic_Lobby_Server
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player.eventCurrentStarter = eventStart.eventStarter;
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//Is it a static actor? If not look in the player's instance
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Actor ownerActor = mServer.GetWorldManager().GetActorInWorld(player.eventCurrentOwner);
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Actor ownerActor = Server.getStaticActors(player.eventCurrentOwner);
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if (ownerActor == null)
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break;
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{
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ownerActor = mServer.GetWorldManager().GetActorInWorld(player.eventCurrentOwner);
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if (ownerActor == null)
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break;
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}
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mServer.GetLuaEngine().doActorOnEventStarted(player.getActor(), ownerActor);
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//Log.debug(String.Format("\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.eventStarter, LuaParamReader.dumpParams(eventStart.luaParams)));
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Log.debug(String.Format("\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.eventStarter, LuaUtils.dumpParams(eventStart.luaParams)));
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break;
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//Event Result
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case 0x012E:
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subpacket.debugPrintSubPacket();
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EventUpdatePacket eventUpdate = new EventUpdatePacket(subpacket.data);
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Log.debug(String.Format("\n===Event UPDATE===\nSource Actor: 0x{0:X}\nCaller Actor: 0x{1:X}\nVal1: 0x{2:X}\nVal2: 0x{3:X}\nFunction ID: 0x{4:X}\nParams: {5}", eventUpdate.actorID, eventUpdate.scriptOwnerActorID, eventUpdate.val1, eventUpdate.val2, eventUpdate.step, LuaUtils.dumpParams(eventUpdate.luaParams)));
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Log.debug(String.Format("\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)));
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Actor updateOwnerActor = mServer.GetWorldManager().GetActorInWorld(player.eventCurrentOwner);
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//Is it a static actor? If not look in the player's instance
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Actor updateOwnerActor = Server.getStaticActors(player.eventCurrentOwner);
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if (updateOwnerActor == null)
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break;
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{
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updateOwnerActor = mServer.GetWorldManager().GetActorInWorld(player.eventCurrentOwner);
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if (updateOwnerActor == null)
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break;
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}
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mServer.GetLuaEngine().doActorOnEventUpdated(player.getActor(), updateOwnerActor, eventUpdate);
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