Crossfire Server, Trunk
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#include "global.h"
#include <string.h>
#include "ob_methods.h"
#include "ob_types.h"
#include "sounds.h"
#include "sproto.h"
Go to the source code of this file.
Functions | |
void | init_type_player_changer (void) |
static method_ret | player_changer_type_process (object *op) |
The implementation of the PLAYER_CHANGER class of objects.
Definition in file player_changer.cpp.
void init_type_player_changer | ( | void | ) |
Initializer for the player changer object type.
Definition at line 32 of file player_changer.cpp.
References PLAYER_CHANGER, player_changer_type_process(), and register_process().
Referenced by register_all_ob_types().
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static |
Move for PLAYER_CHANGER.
This object will teleport someone to a different map and will also apply changes to the player from its inventory.
This was invented for giving classes, but there's no reason it can't be generalized.
op | The player changer that's being processed. |
Definition at line 48 of file player_changer.cpp.
References AC_PLAYER_STAT_LIMIT, apply_changes_to_player(), player::bed_x, player::bed_y, c, enter_exit(), esrv_send_inventory(), esrv_update_item(), EVENT_TRIGGER, events_execute_object_event(), EXIT_PATH, EXIT_X, EXIT_Y, fix_object(), FOR_INV_FINISH, FOR_INV_PREPARE, llevDebug, LOG(), METHOD_OK, give::op, npc_dialog::player, PLAYER, safe_strncpy, save_player(), player::savebed_map, SCRIPT_FIX_NOTHING, and UPD_FACE.
Referenced by init_type_player_changer().