Пример #1
0
void JediManager::checkForceStatusCommand(CreatureObject* creature) {
	Lua* lua = DirectorManager::instance()->getLuaInstance();
	Reference<LuaFunction*> luaCheckForceStatusCommand = lua->createFunction(getJediManagerName(), "checkForceStatusCommand", 0);
	*luaCheckForceStatusCommand << creature;

	luaCheckForceStatusCommand->callFunction();
}
Пример #2
0
void JediManager::onPlayerLoggedOut(CreatureObject* creature) {
	Lua* lua = DirectorManager::instance()->getLuaInstance();
	Reference<LuaFunction*> luaOnPlayerLoggedOut = lua->createFunction(getJediManagerName(), "onPlayerLoggedOut", 0);
	*luaOnPlayerLoggedOut << creature;

	luaOnPlayerLoggedOut->callFunction();
}
int TicketCollectorImplementation::handleObjectMenuSelect(CreatureObject* player, byte selectedID) {
	if (selectedID == 20) {
		player->executeObjectControllerAction(0x5DCD41A2); //boardShuttle
	} else if (selectedID == 193 && JediManager::instance()->getJediProgressionType() == JediManager::VILLAGEJEDIPROGRESSION) {
		Zone* thisZone = getZone();

		if (thisZone == NULL)
			return 0;

		ManagedReference<PlanetManager*> planetManager = thisZone->getPlanetManager();

		if (planetManager == NULL)
			return 0;

		PlanetTravelPoint* ptp = planetManager->getNearestPlanetTravelPoint(_this.getReferenceUnsafeStaticCast(), 64.f);

		if (ptp != NULL && ptp->isInterplanetary()) {
			PlayerObject* ghost = player->getPlayerObject();

			if (ghost != NULL && ghost->hasActiveQuestBitSet(PlayerQuestData::FS_CRAFTING4_QUEST_03) && !ghost->hasCompletedQuestsBitSet(PlayerQuestData::FS_CRAFTING4_QUEST_03)) {
				Lua* lua = DirectorManager::instance()->getLuaInstance();
				Reference<LuaFunction*> luaObtainData = lua->createFunction("FsCrafting4", "obtainSatelliteData", 0);
				*luaObtainData << player;
				*luaObtainData << _this.getReferenceUnsafeStaticCast();

				luaObtainData->callFunction();
			}
		}
	}

	return 0;
}
Пример #4
0
void JediManager::onFSTreeCompleted(CreatureObject* creature, String branch) {
	Lua* lua = DirectorManager::instance()->getLuaInstance();
	Reference<LuaFunction*> luaStartTask = lua->createFunction(getJediManagerName(), "onFSTreeCompleted", 0);
	*luaStartTask << creature;
	*luaStartTask << branch;

	luaStartTask->callFunction();
}
Пример #5
0
void JediManager::useItem(SceneObject* item, const int itemType, CreatureObject* creature) {
	Lua* lua = DirectorManager::instance()->getLuaInstance();
	Reference<LuaFunction*> luaUseItem = lua->createFunction(getJediManagerName(), "useItem", 0);
	*luaUseItem << item;
	*luaUseItem << itemType;
	*luaUseItem << creature;

	luaUseItem->callFunction();
}