| | |
| | | # 剧情任务完成处理
|
| | | OnStoryMissionFinish(curPlayer, missionID)
|
| | |
|
| | | # 完成任务事件
|
| | | GameFuncComm.DoFuncOpenLogic(curPlayer, [missionID])
|
| | | EventReport.WriteEvent_mission_log(curPlayer, curQuestData, 1, isFinish, failReason)
|
| | |
|
| | | # 镖车完成特殊处理
|
| | | elif missionID == ChConfig.Def_ConvoyTruckMissionID and state == ChConfig.Def_Mission_State_NoAccept:
|
| | | GameFuncComm.DoFuncOpenLogic(curPlayer, [missionID])
|
| | | EventReport.WriteEvent_mission_log(curPlayer, curQuestData, 1, isFinish, failReason)
|
| | | # # 镖车完成特殊处理
|
| | | # elif missionID == ChConfig.Def_ConvoyTruckMissionID and state == ChConfig.Def_Mission_State_NoAccept:
|
| | | # GameFuncComm.DoFuncOpenLogic(curPlayer, [missionID])
|
| | | # EventReport.WriteEvent_mission_log(curPlayer, curQuestData, 1, isFinish, failReason)
|
| | |
|
| | | return
|
| | |
|