psu_proto: Pass the process state to send_0205.
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@ -271,7 +271,7 @@ event({counter_enter, CounterID, FromZoneID, FromMapID, FromEntryID}, State=#sta
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psu_proto:send_010d(User#egs_user_model{lid=0}, State),
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psu_game:send_0200(mission),
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psu_game:send_020f(ZoneFile, 0, 16#ff),
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psu_proto:send_0205(User, 0),
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psu_proto:send_0205(User, 0, State),
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psu_game:send_100e(16#7fffffff, 0, 0, AreaName, CounterID),
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psu_proto:send_0215(User, 0),
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psu_proto:send_0215(User, 0),
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@ -164,7 +164,7 @@ area_load(AreaType, IsStart, SetID, OldUser, User, QuestFile, ZoneFile, AreaName
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send_020f(ZoneFile, SetID, SeasonID);
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true -> ignore
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end,
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psu_proto:send_0205(User#egs_user_model{lid=0}, IsSeasonal),
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psu_proto:send_0205(User, IsSeasonal, State),
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send_100e(QuestID, ZoneID, (User#egs_user_model.area)#psu_area.mapid, AreaName, 16#ffffffff),
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if AreaType =:= mission ->
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psu_proto:send_0215(User#egs_user_model{lid=0}, 0),
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@ -1197,10 +1197,9 @@ send_0202(#state{socket=Socket, gid=DestGID}) ->
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%% @doc Make the client load a new map.
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%% @todo We set a value of 1 and not 0 after EntryID because this value is never found to be 0.
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send_0205(DestUser, IsSeasonal) ->
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#egs_user_model{socket=CSocket, id=GID, lid=LID, area=Area, entryid=EntryID} = DestUser,
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#psu_area{zoneid=ZoneID, mapid=MapID} = Area,
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packet_send(CSocket, << 16#02050300:32, LID:16/little, 0:144, 16#00011300:32, GID:32/little, 0:64,
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send_0205(CharUser, IsSeasonal, #state{socket=Socket, gid=DestGID, lid=DestLID}) ->
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#egs_user_model{area=#psu_area{zoneid=ZoneID, mapid=MapID}, entryid=EntryID} = CharUser,
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packet_send(Socket, << 16#02050300:32, DestLID:16/little, 0:144, 16#00011300:32, DestGID:32/little, 0:64,
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16#ffffffff:32, ZoneID:32/little, MapID:32/little, EntryID:32/little, 1:32/little, 0:24, IsSeasonal:8 >>).
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%% @todo No idea what this one does. For unknown reasons it uses channel 2.
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