gdle/Source/EmoteManager.h
2019-07-07 20:56:15 +00:00

41 lines
1.2 KiB
C++

#pragma once
class QueuedEmote
{
public:
Emote _data;
uint32_t _target_id;
double _executeTime;
};
class EmoteManager
{
public:
EmoteManager(class CWeenieObject *weenie);
std::string ReplaceEmoteText(const std::string &text, uint32_t target_id, uint32_t source_id);
void killTask(std::string mobName, std::string kCountName, uint32_t target_id);
void killTaskSub(std::string &mobName, std::string &kCountName, CWeenieObject *targormember);
bool ChanceExecuteEmoteSet(EmoteCategory category, std::string msg, uint32_t target_id);
bool ChanceExecuteEmoteSet(EmoteCategory category, uint32_t target_id);
void ExecuteEmoteSet(const EmoteSet &emoteSet, uint32_t target_id);
void ExecuteEmote(const Emote &emote, uint32_t target_id);
void ConfirmationResponse(bool accepted, uint32_t target_id);
void Tick();
void Cancel();
void OnDeath(uint32_t killer_id);
bool IsExecutingAlready();
bool HasQueue();
std::map<uint32_t, std::string> _confirmMsgList;
void SkillRefundValidationLog(uint32_t target_id, STypeSkill skillToAlter, SKILL_ADVANCEMENT_CLASS debugSkillSacInit, int debugInitAvailCredits); //Validation Debug
protected:
class CWeenieObject *_weenie = NULL;
double _emoteEndTime = 0;
std::list<QueuedEmote> _emoteQueue;
};