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Fixed inNpcEvent state

This commit is contained in:
Mordred 2022-02-16 15:29:00 +01:00
parent 4c43108976
commit dbda60ce77
2 changed files with 3 additions and 3 deletions

View file

@ -1054,13 +1054,13 @@ namespace Sapphire::Common
HideUILockChar = 16, // as the name suggests, hides the ui and logs the char...
InCombat = 17, // in Combat, locks gearchange/return/teleport
Casting = 18,
InNpcEvent = 23, // when talking to an npc, locks ui giving "occupied" message
InNpcEvent = 20, // when talking to an npc, locks ui giving "occupied" message
// InNpcEvent1 = 10, // Sent together with InNpcEvent, when waiting for input? just a guess...
BoundByDuty = 26,
BetweenAreas = 37,
WatchingCutscene = 51, // this is actually just a dummy, this id is different
WatchingCutscene = 49, // this is actually just a dummy, this id is different
};

View file

@ -139,7 +139,7 @@ void Sapphire::Network::GameConnection::eventHandlerOutsideRange( const Packets:
std::string objName = eventMgr.getEventName( eventId );
World::Manager::PlayerMgr::sendDebug( player, "Calling: {0}.{1} - {2} p1: {3}", objName, eventName, eventId, param1 );
eventMgr.eventStart( player, player.getId(), eventId, Event::EventHandler::WithinRange, 1, param1 );
eventMgr.eventStart( player, player.getId(), eventId, Event::EventHandler::OutsideRange, 1, param1 );
scriptMgr.onOutsideRange( player, eventId, param1, pos.x, pos.y, pos.z );