Quote:
Originally Posted by ItchybottomX
Another option to fix this not involving someone going on live and getting me (or someone else) collects for this, would be to use player.pl for the triggers.
Just verify the open/close state on the lifts, and force them the other direction on a click. We already do that for doors that have multiple parts -- but I'm thinking getting the structure proper is far more elegant.
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Before someone wastes their time trying to use player.pl to force the doors open and closed they will need to fix the doors code.
Code:
void Doors::ForceOpen(Mob *sender)
{
EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoveDoor, sizeof(MoveDoor_Struct));
MoveDoor_Struct* md=(MoveDoor_Struct*)outapp->pBuffer;
md->doorid = door_id;
md->action = OPEN_DOOR;
entity_list.QueueClients(sender,outapp,false);
safe_delete(outapp);
if(!isopen) {
close_timer.Start();
isopen=true;
}
else {
close_timer.Disable();
isopen=false;
}
}
void Doors::ForceClose(Mob *sender)
{
EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoveDoor, sizeof(MoveDoor_Struct));
MoveDoor_Struct* md=(MoveDoor_Struct*)outapp->pBuffer;
md->doorid = door_id;
md->action = OPEN_DOOR;
entity_list.QueueClients(sender,outapp,false);
safe_delete(outapp);
if(!isopen) {
close_timer.Start();
isopen=true;
}
else {
close_timer.Disable();
isopen=false;
}
}
Doors::ForceClose() and Doors::ForceOpen() should not be identical. A fix was suggested for that particular problem but I never tested it on the lifts in greater faydark as I was working with another set of lifts at the time. More on that can be found here:
http://www.eqemulator.org/forums/sho...light=Vergalid