| | |
| | | if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
|
| | | PlayerFB.DoExitCustomScene(curPlayer)
|
| | |
|
| | | PetControl.DoLogic_PetLoadMapOK(curPlayer)
|
| | | #PetControl.DoLogic_PetLoadMapOK(curPlayer)
|
| | |
|
| | | # 恢复视野,刷新自己的视野
|
| | | curPlayer.SetVisible(True)
|
| | |
| | | DataRecordPack.DR_PlayerLogin(curPlayer)
|
| | | EventReport.WriteEvent_login(curPlayer)
|
| | | #---玩家上线, 宠物逻辑处理---
|
| | | PetControl.DoLogic_PetInfo_OnLogin(curPlayer, tick)
|
| | | #PetControl.DoLogic_PetInfo_OnLogin(curPlayer, tick)
|
| | |
|
| | | PlayerFamily.FamilyPlayerOnLoginCross(curPlayer)
|
| | |
|
| | |
| | | PlayerRefineStove.DoOnLogin(curPlayer, tick)
|
| | |
|
| | | #---玩家上线, 宠物逻辑处理---
|
| | | PetControl.DoLogic_PetInfo_OnLogin(curPlayer, tick)
|
| | | #PetControl.DoLogic_PetInfo_OnLogin(curPlayer, tick)
|
| | | PlayerPet.OnPlayerPetLogin(curPlayer)
|
| | |
|
| | | #要在SetCanMove之后做这个事情, 否则OnEnter不会卡住玩家
|
| | |
| | | #===========================================================================
|
| | |
|
| | | #初始化宠物 通知客户端
|
| | | PetControl.Sync_PetInfo_ChangeMap(curPlayer, tick)
|
| | | #PetControl.Sync_PetInfo_ChangeMap(curPlayer, tick)
|
| | |
|
| | | #通知GameServer自己现在的地图
|
| | | curPlayer.Sync_GameServer_MapID()
|
| | |
| | | EventShell.EventResponse_OnMapEx(curPlayer)
|
| | |
|
| | | #触发切换地图宠物逻辑
|
| | | PetControl.DoLogic_PetLoadMapOK(curPlayer)
|
| | | #PetControl.DoLogic_PetLoadMapOK(curPlayer)
|
| | |
|
| | | #---检查是否卡障碍---
|
| | | curMap = GameWorld.GetMap()
|
| | |
| | | return
|
| | |
|
| | | #出战宠物同时移动
|
| | | PetControl.FightPetFollowMove(curPlayer, sendPack_StartX, sendPack_StartY)
|
| | | #PetControl.FightPetFollowMove(curPlayer, sendPack_StartX, sendPack_StartY)
|
| | |
|
| | |
|
| | | return
|
| | |
| | | #直接取db中配置的复活点
|
| | | PlayerControl.PlayerResetWorldPos(curPlayer, gameMap.GetRebornMapID(), gameMap.GetRebornMapX(), gameMap.GetRebornMapY(), False)
|
| | | #重新召唤宠物
|
| | | PlayerPet.AutoSummonPet(curPlayer)
|
| | | #PlayerPet.AutoSummonPet(curPlayer)
|
| | |
|
| | | #复活成功,重置状态
|
| | | PlayerControl.ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
|
| | |
| | | #出战宠物同时移动
|
| | | if moveType == 0 or tick - fightPet.GetActionTick() > 300:
|
| | |
|
| | | PetControl.FightPetFollowMove(curPlayer,sendPack_SeverPosX, sendPack_SeverPosY)
|
| | | #PetControl.FightPetFollowMove(curPlayer,sendPack_SeverPosX, sendPack_SeverPosY)
|
| | | fightPet.SetCurAction(IPY_GameWorld.laNPCNull)
|
| | |
|
| | | return True
|