Quote:
Originally Posted by Lateralus
Not bad at all, as easy as doing your own implementation. Just start getting intimately familiar with the EO source.
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I'm currently tracing through the EO source but not understanding C++ is a bit of a problem. I'm currently here:
Code:
case EVENT_BEACTIVED:
{
CNpc* pNpc;
IRole* pRole = RoleManager()->QuerySet()->GetObj(m_pInfo->id);
if (pRole && pRole->QueryObj(OBJ_NPC, IPP_OF(pNpc)) && pUser->GetMapID() == pNpc->GetMapID())
{
pNpc->ActivateNpc(pUser->QueryRole(), 0);
}
}
break;
Which apparently is where the NPC task thing starts, not sure though since this case is a part of some switch that I've never seen before.
These enums don't tell me a lot either:
Code:
enum {
EVENT_BEACTIVED = 0, // to server // ´¥·¢
EVENT_ADDNPC, // no use
EVENT_LEAVEMAP, // to client // ɾ³ý
EVENT_DELNPC, // to server
EVENT_CHANGEPOS, // to client/server
EVENT_LAYNPC, // to client(id=region,data=lookface), answer MsgNpcInfo(CMsgPlayer for statuary)
};
Quote:
Originally Posted by Korvacs
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Will watch when my internet stops being annoying and the video loads.