Cleaned up the lua calls and renamed "onInstantiation" to "init". Added a "onSpawn" callback but still working on it. Added the "ActorSpecialGraphicPacket" and functions to use it.

This commit is contained in:
Filip Maj 2016-04-02 17:56:01 -04:00
parent 4c391f64bc
commit b68d13ea7f
7 changed files with 108 additions and 42 deletions

View file

@ -81,6 +81,13 @@ namespace FFXIVClassic_Map_Server.Actors
return SetActorIdleAnimationPacket.buildPacket(actorId, playerActorId, animationId);
}
public void setQuestIcon(Player player, bool hasIcon)
{
ActorSpecialGraphicPacket.buildPacket(player.actorId, actorId, hasIcon ? ActorSpecialGraphicPacket.QUEST : 0x0).debugPrintSubPacket();
//player.queuePacket(ActorSpecialGraphicPacket.buildPacket(player.actorId, actorId, hasIcon ? ActorSpecialGraphicPacket.QUEST : 0x0));
}
}
}

View file

@ -50,7 +50,7 @@ namespace FFXIVClassic_Map_Server.Actors
List<LuaParam> lParams;
Player player = Server.GetWorldManager().GetPCInWorld(playerActorId);
lParams = LuaEngine.doActorOnInstantiate(player, this);
lParams = LuaEngine.doActorInstantiate(player, this);
if (lParams == null)
{

View file

@ -965,6 +965,17 @@ namespace FFXIVClassic_Map_Server.Actors
return null;
}
public Quest getQuest(string name)
{
for (int i = 0; i < questScenario.Length; i++)
{
if (questScenario[i] != null && questScenario[i].actorName.Equals(name))
return questScenario[i];
}
return null;
}
public bool hasQuest(uint id)
{
for (int i = 0; i < questScenario.Length; i++)