Removed depreciated location saving functions.

Removed depreciated location saving functions.  Removed duplicate `prc_combatmove.nss` from top hak.  Full compile.  Updated release archive.
This commit is contained in:
Jaysyn904
2024-11-07 07:42:00 -05:00
parent 6aa1491726
commit 3891e0173a
24 changed files with 72 additions and 133 deletions

View File

@@ -69,7 +69,7 @@ while (GetIsObjectValid(oItem))
}
// */
//We should delay this to allow them to logg on first!
//We should delay this to allow them to log on first!
DelayCommand(0.2, DoJump(oPC));
@@ -93,15 +93,15 @@ object oGuild = GetItemPossessedBy(oPC, "guildstone");
location lSaved;
//Store the PC's location, so they can come back here after relogging
if(oGuild != OBJECT_INVALID)
//Store the PC's location, so they can come back here after relogging <- Handled by PRC8
/* if(oGuild != OBJECT_INVALID)
{
lSaved = GetCampaignLocation("LOCATIONS", GetName(oGuild), oPC);
}
else
{
lSaved = GetLocation(GetWaypointByTag("guildway"));
}
} */
//If it's a DM
@@ -123,25 +123,25 @@ if(GetIsDM(oPC))
///////////////////////////////////////////////////////////////////////
//If they are in the guild...
else if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
//If they are in the guild... <- Not restricted to guild anymore
/* else if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
{
//Only guild can return to where their location was saved..
//This reduces lagg and keeps the database smaller...
if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
{
DelayCommand(0.1, AssignCommand(oPC, ClearAllActions()));
DelayCommand(0.2, AssignCommand(oPC, ActionJumpToLocation(lSaved)));
}
//Only guild can return to where their location was saved..
//This reduces lagg and keeps the database smaller...
if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
{
DelayCommand(0.1, AssignCommand(oPC, ClearAllActions()));
DelayCommand(0.2, AssignCommand(oPC, ActionJumpToLocation(lSaved)));
}
//Otherwise jump the pc to town - Just In Case!
else
{
DelayCommand(0.1, AssignCommand(oPC, ClearAllActions()));
DelayCommand(0.2, AssignCommand(oPC, ActionJumpToLocation(guild)));
}
//Otherwise jump the pc to town - Just In Case!
else
{
DelayCommand(0.1, AssignCommand(oPC, ClearAllActions()));
DelayCommand(0.2, AssignCommand(oPC, ActionJumpToLocation(guild)));
}
}
} */
////////////////////////////////////////////////////////////////////////////
else