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player.forceZoneing expand

This commit is contained in:
collett 2020-07-01 07:28:25 +09:00
parent d084e1e9d4
commit 34f7d29ecd
2 changed files with 5 additions and 4 deletions

View file

@ -409,10 +409,11 @@ void Sapphire::Entity::Player::teleport( uint16_t aetheryteId, uint8_t type )
}
void Sapphire::Entity::Player::forceZoneing( uint32_t zoneId )
void Sapphire::Entity::Player::forceZoneing( uint32_t zoneId, float x, float y, float z, float r, bool showZoneName )
{
m_queuedZoneing = std::make_shared< QueuedZoning >( zoneId, getPos(), Util::getTimeMs(), 0.f );
//performZoning( zoneId, Common::ZoneingType::None, getPos() );
Common::FFXIVARR_POSITION3 pos { x, y, z };
m_queuedZoneing = std::make_shared< QueuedZoning >( zoneId, pos, Util::getTimeMs(), r );
prepareZoning( showZoneName ? zoneId : 0, true, 1, 0 );
}
void Sapphire::Entity::Player::returnToHomepoint()

View file

@ -501,7 +501,7 @@ namespace Sapphire::Entity
/*! gets the players territoryTypeId */
uint32_t getTerritoryTypeId() const;
void forceZoneing( uint32_t zoneId );
void forceZoneing( uint32_t zoneId, float x = 0, float y = 0, float z = 0, float r = 0, bool showZoneName = false );
/*! return player to preset homepoint */
void returnToHomepoint();