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Trust: changed way to generate the list of trust. #6352

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@Omnione Omnione commented Jan 5, 2020

Trust: This creates vector list of trust id's and query's the id's then generates a new g_PTrustList. just like the g_PPetlist, that can iterated through using the trustID so you can call the trust using the spellid rather than the old way of adding a massive amount of magic numbers in pet_list.sql or somthing like that.

The only real logic that i changed was the order of adding trust to the list of spawned trust so they follow each other from first spawned onwards down the list.

fixed some heap errors due to the tick still running after despawn.

No combat changes or stat changes have been made, you still can't cast on trust and trust wont cast or perform weapon skills/abilities either.

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Omnione commented Jan 5, 2020

man i keep forgetting to change the title, lol

@Omnione Omnione changed the title Trust main Trust: changed way to generate the list of trust. Jan 5, 2020
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Omnione commented Jan 5, 2020

wtf, this builds fine for me, hmm

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Omnione commented Jan 5, 2020

Ok 3rd time lucky

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Omnione commented Jan 5, 2020

If this last commit dont work can somone else take a look and find out what the hell im doing wrong please

scripts/globals/spells/trust/naji.lua Outdated Show resolved Hide resolved
src/map/entities/charentity.h Outdated Show resolved Hide resolved
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Omnione commented Jan 5, 2020

I have added the addition of a global trust.lua just incase we need it later on for something and made all the trust scripts require it. and fixed the fact i left out the changes to LoadTrustlist in map.ccp

…re as might need it, removed requires from trust.lua
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