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Old 07-07-2008, 08:15 PM
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trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Ya, another table would probably be best. I was just trying to avoid having to add another table to do this. Though, it would be nice to have the option to block any spell in any area.

From what I can tell, it looks like this is where set_proximity is defined for quests:

questmgr.cpp
Code:
void QuestManager::set_proximity(float minx, float maxx, float miny, float maxy, float minz, float maxz) {
	if(!owner->IsNPC())
		return;

	entity_list.AddProximity(owner->CastToNPC());

	owner->CastToNPC()->proximity->min_x = minx;
	owner->CastToNPC()->proximity->max_x = maxx;
	owner->CastToNPC()->proximity->min_y = miny;
	owner->CastToNPC()->proximity->max_y = maxy;
	owner->CastToNPC()->proximity->min_z = minz;
	owner->CastToNPC()->proximity->max_z = maxz;
}
Maybe that could be adjusted to be used without requiring an NPC and then make it a static proximity in the zone.

This is definitely getting beyond my level of code understanding though, lol. I can normally find where the code is or examples to work from, but as far as figuring out exactly what needs to be changed to get something working, I am not very good at that.
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