Changeset 3154
- Timestamp:
- 02/06/2010 08:56:35 PM (7 months ago)
- Location:
- trunk/src/arcemu-world
- Files:
-
- 2 modified
-
Quest.cpp (modified) (3 diffs)
-
QuestMgr.cpp (modified) (5 diffs)
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/arcemu-world/Quest.cpp
r3153 r3154 37 37 *data << uint32(qst->max_level); // Quest level 38 38 *data << uint32(qst->min_level); // Quest required level 39 39 40 if(qst->quest_sort > 0) 40 41 *data << int32(-(int32)qst->quest_sort); // Negative if pointing to a sort. … … 59 60 *data << uint32(qst->quest_flags); // Quest Flags 60 61 *data << qst->rewardtitleid; // 2.4.0 unk 61 *data << uint32( 0); // playerkillcount62 *data << uint32(0); // playerkillcount 62 63 *data << qst->rewardtalents; 63 64 *data << uint32(0); // 3.3.0 Unknown 64 65 *data << uint32(0); // 3.3.0 Unknown 65 for( i = 0; i < 5; ++i )66 *data << uint32( 0 );67 68 for( i = 0; i < 5; ++i )69 *data << uint32( 0 );70 71 for( i = 0; i < 5; ++i )72 *data << uint32( 0 );73 66 74 67 // (loop 4 times) … … 123 116 *data << uint8(0); // most 3.3.0 quests i seen have something like "Return to NPCNAME" 124 117 } 125 126 *data << uint8( 0 );127 118 128 119 for(i = 0; i < 4; ++i) -
trunk/src/arcemu-world/QuestMgr.cpp
r3153 r3154 319 319 //uint32 a = 0, b = 0, c = 1, d = 0, e = 1; 320 320 321 *data << uint8( qst->next_quest_id ? uint8( 1 ) : uint8( 0) );// next quest shit321 *data << ( qst->next_quest_id ? uint8(1) : uint8(0) );// next quest shit 322 322 *data << uint32(0); // maybe required money 323 323 … … 363 363 *data << (qst->bonushonor * 10); 364 364 *data << float(0); 365 *data << float( 0 );366 365 *data << uint32(0); 367 366 *data << qst->reward_spell; … … 408 407 *data << uint8(0); //VLack: some 3.1.x thing 409 408 *data << uint8(0); //new 3.3 409 410 410 411 ItemPrototype *ip; 411 412 uint32 i; … … 440 441 *data << (qst->bonushonor * 10); // Honor reward 441 442 *data << float(0); //New 3.3 442 *data << float( 0 );443 443 *data << qst->reward_spell; // this is the spell (id) the quest finisher teaches you, or the icon of the spell if effect_on_player is not 0 444 444 *data << qst->effect_on_player; // this is the spell (id) the quest finisher casts on you as a reward … … 453 453 for(int i = 0; i < 5; ++i) 454 454 *data << uint32(0); 455 for( i = 0; i < 5; ++i ) 456 *data << uint32( 0 ); 457 458 for( i = 0; i < 5; ++i ) 459 *data << uint32( 0 ); 460 461 for( i = 0; i < 5; ++i ) 462 *data << uint32( 0 ); 455 463 456 464 457 *data << qst->detailemotecount; // Amount of emotes (4?)