* [Fixed]

- Scripting system screwing up script position after mixing timers with menus. 
- NPC attached AI mobs display as alive when dead. 
- View data not updating after buildin_unitdeadsit. 
[Improved] 
- NPCE_LOADMAP to execute after all (area) objects are sent to the player. 
- Simplified scripting system. sd will now use pointer to the script state itself. 

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7388 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
Lance
2006-06-29 08:47:14 +00:00
parent f8391db4ce
commit aa70823081
9 changed files with 193 additions and 152 deletions

View File

@@ -64,14 +64,14 @@ struct script_state {
};
struct script_code *parse_script(unsigned char *,int);
int run_script(struct script_code *rootscript,int pos,int rid,int oid);
void run_script(struct script_code *rootscript,int pos,int rid,int oid);
int set_var(struct map_session_data *sd, char *name, void *val);
int conv_num(struct script_state *st,struct script_data *data);
char* conv_str(struct script_state *st,struct script_data *data);
void setd_sub(struct script_state *st, struct map_session_data *sd, char *varname, int elem, void *value, struct linkdb_node **ref);
int run_script_timer(int tid, unsigned int tick, int id, int data);
int run_script_main(struct script_state *st);
void run_script_main(struct script_state *st);
struct linkdb_node* script_erase_sleepdb(struct linkdb_node *n);
void script_free_code(struct script_code* code);