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