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.sector.respawn doesn't work #1443

@DavideRei

Description

@DavideRei

This command is supposed to respawn dead npcs in the sector but I fail to understand the logic, it seems to search for active npcs in the sector and check the dead flag but it doesn't make sense, if the npc is dead you can't find it because it doesn't exists.
The function should search for spawn points and trigger them.

`void CSector::RespawnDeadNPCs()
{
ADDTOCALLSTACK("CSector::RespawnDeadNPCs");
// skip sectors in unsupported maps
if ( !g_MapList.IsMapSupported(m_map) )
return;

// Respawn dead NPCs
size_t sizeStart = m_Chars_Active.GetContentCount();
for (size_t i = 0; i < sizeStart; )
{
	CChar* pChar = static_cast <CChar*>(m_Chars_Active.GetContentIndex(i));
	if (!pChar->m_pNPC || !pChar->m_ptHome.IsValidPoint() || !pChar->IsStatFlag(STATF_DEAD))
	{
		++i;
		continue;
	}

	// Restock them with npc stuff.
	pChar->NPC_LoadScript(true);

	// Res them back to their "home".
	ushort uiDist = pChar->m_pNPC->m_Home_Dist_Wander;
	pChar->MoveNear( pChar->m_ptHome, uiDist );
	pChar->NPC_CreateTrigger(); //Removed from NPC_LoadScript() and triggered after char placement
	pChar->Spell_Resurrection();

	size_t sizeCur = m_Chars_Active.GetContentCount();
	ASSERT(sizeCur != sizeStart);
	sizeStart = sizeCur;
}

}`

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