mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-06 10:44:08 +00:00
Removed some hardcoded logic for racing (#1075)
Including return world and what activity ID to use for rewards
This commit is contained in:
@@ -12,6 +12,8 @@
|
||||
#include "CDZoneTableTable.h"
|
||||
#include <chrono>
|
||||
#include "eObjectBits.h"
|
||||
#include "CDZoneTableTable.h"
|
||||
#include "AssetManager.h"
|
||||
|
||||
#include "../dWorldServer/ObjectIDManager.h"
|
||||
|
||||
@@ -227,6 +229,17 @@ uint32_t dZoneManager::GetUniqueMissionIdStartingValue() {
|
||||
return m_UniqueMissionIdStart;
|
||||
}
|
||||
|
||||
bool dZoneManager::CheckIfAccessibleZone(LWOMAPID zoneID) {
|
||||
//We're gonna go ahead and presume we've got the db loaded already:
|
||||
CDZoneTableTable* zoneTable = CDClientManager::Instance().GetTable<CDZoneTableTable>();
|
||||
const CDZoneTable* zone = zoneTable->Query(zoneID);
|
||||
if (zone != nullptr) {
|
||||
return Game::assetManager->HasFile(("maps/" + zone->zoneName).c_str());
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void dZoneManager::LoadWorldConfig() {
|
||||
Game::logger->Log("dZoneManager", "Loading WorldConfig into memory");
|
||||
|
||||
|
Reference in New Issue
Block a user