Implement NPC spawning.

Protected by a simplified GM system. Either everyone is a GM (local
servers) or nobody is (public servers).
This commit is contained in:
2020-08-25 04:28:42 +02:00
parent 9aa9b76826
commit b79bc56b31
6 changed files with 34 additions and 7 deletions

View File

@@ -92,7 +92,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
loginSessions[sock].characters[UID].z = charInfo.iZ;
loginSessions[sock].characters[UID].PCStyle = charInfo.sPC_Style;
loginSessions[sock].characters[UID].PCStyle2 = charInfo.sPC_Style2;
loginSessions[sock].characters[UID].IsGM = false;
loginSessions[sock].characters[UID].IsGM = settings::GM;
for (int i = 0; i < AEQUIP_COUNT; i++) {
// setup equips
@@ -227,7 +227,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
loginSessions[sock].characters[UID].Equip[2].iType = 2;
loginSessions[sock].characters[UID].Equip[3].iID = character->sOn_Item.iEquipFootID; // foot!
loginSessions[sock].characters[UID].Equip[3].iType = 3;
loginSessions[sock].characters[UID].IsGM = false;
loginSessions[sock].characters[UID].IsGM = settings::GM;
sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_CREATE_SUCC, sizeof(sP_LS2CL_REP_CHAR_CREATE_SUCC));
break;