Ejemplo n.º 1
0
        void UpdateInteractionCount(Quest quest, QuestInteractionTemplate interaction, WorldObject obj)
        {
            var count = quest.Interactions[interaction.Index];

            if (count < interaction.Amount)
            {
                ++quest.Interactions[interaction.Index];
                m_Owner.SetQuestCount(quest.Slot, interaction.Index, (byte)(count + 1));
                QuestHandler.SendUpdateInteractionCount(quest, obj, interaction, count + 1, m_Owner);
                quest.UpdateStatus();
            }
            //quest.Template.NotifyGOUsed(quest, go);
        }
Ejemplo n.º 2
0
        private void UpdateInteractionCount(Quest quest, QuestInteractionTemplate interaction, WorldObject obj)
        {
            uint interaction1 = quest.Interactions[interaction.Index];

            if (interaction1 >= interaction.Amount)
            {
                return;
            }
            ++quest.Interactions[interaction.Index];
            m_Owner.SetQuestCount(quest.Slot, interaction.Index, (byte)(interaction1 + 1U));
            QuestHandler.SendUpdateInteractionCount(quest, obj, interaction, interaction1 + 1U,
                                                    m_Owner);
            quest.UpdateStatus();
        }
Ejemplo n.º 3
0
        private void UpdateInteractionCount(Quest quest, QuestInteractionTemplate interaction, WorldObject obj)
        {
            uint interaction1 = quest.Interactions[interaction.Index];

            if ((long)interaction1 >= (long)interaction.Amount)
            {
                return;
            }
            ++quest.Interactions[interaction.Index];
            this.m_Owner.SetQuestCount(quest.Slot, interaction.Index, (ushort)(byte)(interaction1 + 1U));
            QuestHandler.SendUpdateInteractionCount(quest, (ObjectBase)obj, interaction, interaction1 + 1U,
                                                    this.m_Owner);
            quest.UpdateStatus();
        }