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Fixed ClsArc002 BNpcNameId and Quest Sequence

- Uses getBNpcNameId to check Enemy
- Quest was previously not advancing past sequence 3
This commit is contained in:
Pinapelz 2023-02-13 14:26:32 -08:00
parent 86eb3ca79c
commit 6bdaa2ef6d

View file

@ -103,13 +103,12 @@ public:
void onBNpcKill( World::Quest& quest, Sapphire::Entity::BNpc& bnpc, Sapphire::Entity::Player& player ) override void onBNpcKill( World::Quest& quest, Sapphire::Entity::BNpc& bnpc, Sapphire::Entity::Player& player ) override
{ {
if( bnpc.getLayoutId() != Enemy0 && bnpc.getLayoutId() != Enemy1 ) if( bnpc.getBNpcNameId() != Enemy0 && bnpc.getBNpcNameId() != Enemy1 )
return; return;
auto currentKC39 = quest.getUI8AL() + 1; auto currentKC39 = quest.getUI8AL() + 1;
auto currentKC12 = quest.getUI8BH() + 1; auto currentKC12 = quest.getUI8BH() + 1;
switch( bnpc.getBNpcNameId() )
switch( bnpc.getLayoutId() )
{ {
case Enemy0: case Enemy0:
{ {
@ -569,7 +568,7 @@ private:
void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{ {
//Empty quest.setSeq( Seq4 );
} }
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