------------------------------------------------------ ------------------------------------------------------ ---------> OVERRIDE FUNCTIONS <--------- ------------------------------------------------------ ------------------------------------------------------ function _cOverrideDebug( Message ) return cAssertLog( Message ) end ------------------------------------------------------ ------------------------------------------------------ function _cLuaBroadcast( Message ) cExecCheck("_cLuaBroadcast(" .. Message .. ")" ) _cOverrideDebug("_cLuaBroadcast(" .. Message .. ")" ) return cLuaBroadcast( Message ) end function _cDebugLog( Message ) cExecCheck("_cDebugLog(" .. Message .. ")" ) _cOverrideDebug("_cDebugLog(" .. Message .. ")" ) return cDebugLog( Message ) end function _cMobRegen_List( MobIndex, TargetHandle, Count ) cExecCheck("_cMobRegen_List(" .. MobIndex .. ", " .. TargetHandle .. ", " .. Count .. ")" ) _cOverrideDebug("_cMobRegen_List(" .. MobIndex .. ", " .. TargetHandle .. ", " .. Count .. ")" ) local List = { } for i=1, #Count do local Handle = cMobRegen_Obj( MobIndex, Handle ) table.insert( List, Handle ) end return List end function _cMobRegen_XY( MapIndex, MobIndex, X, Y, D ) cExecCheck("_cMobRegen_XY(" .. MapIndex .. ", " .. MobIndex .. ", " .. X .. ", " .. Y .. ", " .. D .. ")" ) _cOverrideDebug("_cMobRegen_XY(" .. MapIndex .. ", " .. MobIndex .. ", " .. X .. ", " .. Y .. ", " .. D .. ")" ) return cMobRegen_XY( MapIndex, MobIndex, X, Y, D ) end function _cMobRegen_Obj( MobIndex, Handle ) cExecCheck("_cMobRegen_Obj(" .. MobIndex .. ", " .. Handle .. ")" ) _cOverrideDebug("_cMobRegen_Obj(" .. MobIndex .. ", " .. Handle .. ")" ) return cMobRegen_Obj( MobIndex, Handle ) end function _cPlayerExist( Handle ) cExecCheck("_cPlayerExist(" .. Handle .. ")" ) _cOverrideDebug("_cPlayerExist(" .. Handle .. ")" ) return cPlayerExist( Handle ) end function _cNPCVanish( Handle ) cExecCheck("_cNPCVanish(" .. Handle .. ")" ) _cOverrideDebug("_cNPCVanish(" .. Handle .. ")" ) return cNPCVanish( Handle ) end function _cCurSec() cExecCheck("_cCurSec()") _cOverrideDebug("_cCurSec()") return cCurSec() end function _cCurrentSecond() cExecCheck("_cCurrentSecond()") _cOverrideDebug("_cCurrentSecond()") return cCurrentSecond() end function _cGetNPCHandle( MapIndex, Handle ) cExecCheck("_cGetNPCHandle(" .. MapIndex .. ", " .. Handle .. ")" ) _cOverrideDebug("_cGetNPCHandle(" .. MapIndex .. ", " .. Handle .. ")" ) return cGetNPCHandle( MapIndex, Handle ) end function _cGetQuestHero_NPC( ... ) cExecCheck("_cGetQuestHero_NPC(" .. table.concat(arg, ", ") .. ")" ) _cOverrideDebug("_cGetQuestHero_NPC(" .. table.concat(arg, ", ") .. ")" ) -- NEVER USED return cGetQuestHero_NPC( arg ) end function _cGetQuestHero_ItemUse( ... ) cExecCheck("_cGetQuestHero_ItemUse(" .. table.concat(arg, ", ") .. ")" ) _cOverrideDebug("_cGetQuestHero_ItemUse(" .. table.concat(arg, ", ") .. ")" ) -- NEVER USED return cGetQuestHero_ItemUse( ... ) end function _cGetPlayerName( Handle ) cExecCheck("_cGetPlayerName(" .. Handle .. ")" ) _cOverrideDebug("_cGetPlayerName(" .. Handle .. ")" ) return cGetPlayerName( Handle ) end function _cAggroSet( Handle, ResetHandle ) cExecCheck("_cAggroSet(" .. Handle .. ", " .. ResetHandle .. ")" ) _cOverrideDebug("_cAggroSet(" .. Handle .. ", " .. ResetHandle .. ")" ) return cAggroSet( Handle, ResetHandle ) end function _cIsObjectDead( Handle ) cExecCheck("_cIsObjectDead(" .. Handle .. ")" ) _cOverrideDebug("_cIsObjectDead(" .. Handle .. ")" ) return cIsObjectDead( Handle ) end function _cObjectHP( Handle ) cExecCheck("_cObjectHP(" .. Handle .. ")" ) _cOverrideDebug("_cObjectHP(" .. Handle .. ")" ) return cObjectHP( Handle ) end function _cSetAbstate( Handle, StaIndex, StaStr, StaTime ) cExecCheck("_cSetAbstate(" .. Handle .. ", " .. StaIndex .. ", " .. StaStr .. ", " .. StaTime .. ")" ) _cOverrideDebug("_cSetAbstate(" .. Handle .. ", " .. StaIndex .. ", " .. StaStr .. ", " .. StaTime .. ")" ) return cSetAbstate( Handle, StaIndex, StaStr, StaTime ) end function _cDropItem( ItemIndex, DropperHandle, LooterHandle, Rate) cExecCheck("_cDropItem(" .. ItemIndex .. ", " .. DropperHandle .. ", " .. LooterHandle .. ", " .. Rate .. ")" ) _cOverrideDebug("_cDropItem(" .. ItemIndex .. ", " .. DropperHandle .. ", " .. LooterHandle .. ", " .. Rate .. ")" ) return cDropItem( ItemIndex, DropperHandle, LooterHandle, Rate ) end function _cDropItem( ItemIndex, DropperHandle, LooterHandle, Rate, UnkBool ) cExecCheck("_cDropItem(" .. ItemIndex .. ", " .. DropperHandle .. ", " .. LooterHandle .. ", " .. Rate .. ", " .. UnkBool .. ")" ) _cOverrideDebug("_cDropItem(" .. ItemIndex .. ", " .. DropperHandle .. ", " .. LooterHandle .. ", " .. Rate .. ", " .. UnkBool .. ")" ) return cDropItem( ItemIndex, DropperHandle, LooterHandle, Rate, UnkBool) end function _cObjectLocate( Handle ) cExecCheck("_cObjectLocate(" .. Handle .. ")" ) _cOverrideDebug("_cObjectLocate(" .. Handle .. ")" ) return cObjectLocate( Handle ) end function _cRunTo( Handle, X, Y, Speed ) cExecCheck("_cRunTo(" .. Handle .. ", " .. X .. ", " .. Y .. ", " .. Speed .. ")" ) _cOverrideDebug("_cRunTo(" .. Handle .. ", " .. X .. ", " .. Y .. ", " .. Speed .. ")" ) return cRunTo( Handle, X, Y, Speed ) end function _cWalkTo( Handle, X, Y, Speed ) cExecCheck("_cWalkTo(" .. Handle .. ", " .. X .. ", " .. Y .. ", " .. Speed .. ")" ) _cOverrideDebug("_cWalkTo(" .. Handle .. ", " .. X .. ", " .. Y .. ", " .. Speed .. ")" ) return cWalkTo( Handle, X, Y, Speed ) end function _cRunToUntilBlock( Handle, X, Y, Speed ) cExecCheck("_cRunToUntilBlock(" .. Handle .. ", " .. X .. ", " .. Y .. ", " .. Speed .. ")" ) _cOverrideDebug("_cRunToUntilBlock(" .. Handle .. ", " .. X .. ", " .. Y .. ", " .. Speed .. ")" ) return cRunToUntilBlock( Handle, X, Y, Speed ) end function _cPermileRate( Rate ) cExecCheck("_cPermileRate(" .. Rate .. ")" ) _cOverrideDebug("_cPermileRate(" .. Rate .. ")" ) return cPermileRate( Rate ) end function _cIsMovable( Handle ) cExecCheck("_cIsMovable(" .. Handle .. ")" ) _cOverrideDebug("_cIsMovable(" .. Handle .. ")" ) return cIsMovable( Handle ) end function _cServerMenu( PlayerHandle, NPCHandle, TitleStr, YesStr, YesFunc, NoStr, NoFunc ) cExecCheck("_cServerMenu(" .. PlayerHandle .. ", " .. NPCHandle .. ", " .. TitleStr .. ", " .. YesStr .. ", " .. YesFunc .. ", " .. NoStr .. ", " .. NoFunc .. ")" ) _cOverrideDebug("_cServerMenu(" .. PlayerHandle .. ", " .. NPCHandle .. ", " .. TitleStr .. ", " .. YesStr .. ", " .. YesFunc .. ", " .. NoStr .. ", " .. NoFunc .. ")" ) return cServerMenu( PlayerHandle, NPCHandle, TitleStr, YesStr, YesFunc, NoStr, NoFunc ) end function _cGetItemLot( Handle, ItemIndex ) cExecCheck("_cGetItemLot(" .. Handle .. ", " .. ItemIndex .. ")" ) _cOverrideDebug("_cGetItemLot(" .. Handle .. ", " .. ItemIndex .. ")" ) return cGetItemLot( Handle, ItemIndex ) end function _cSetNPCIsItemDrop( Handle, Value ) cExecCheck("_cSetNPCIsItemDrop(" .. Handle .. ", " .. Value .. ")" ) _cOverrideDebug("_cSetNPCIsItemDrop(" .. Handle .. ", " .. Value .. ")" ) return cSetNPCIsItemDrop( Handle, Value ) end function _cSetNPCResist( Handle, ResistTable ) local ResistStr for k, v in ipairs(ResistTable) do ResistTable = ResistTable .. k .. " = " .. v .. ", " end cExecCheck("_cSetNPCResist(" .. Handle .. ", " .. ResistStr .. ")" ) _cOverrideDebug("_cSetNPCResist(" .. Handle .. ", " .. ResistStr .. ")" ) return cSetNPCResist( Handle, ResistTable ) end function _cNPCChatTest( Handle, Message ) cExecCheck("_cNPCChatTest(" .. Handle .. ", " .. Message .. ")" ) _cOverrideDebug("_cNPCChatTest(" .. Handle .. ", " .. Message .. ")" ) return cNPCChatTest( Handle, Message ) end function _cMobDialog( Handle, FaceCut, FileName, DialogIndex ) cExecCheck("_cMobDialog(" .. Handle .. ", " .. FaceCut .. ", " .. FileName .. ", " .. DialogIndex .. ")" ) _cOverrideDebug("_cMobDialog(" .. Handle .. ", " .. FaceCut .. ", " .. FileName .. ", " .. DialogIndex .. ")" ) return cMobDialog_Range( Handle, FaceCut, FileName, DialogIndex ) end function _cMobShout( Handle, FileName, ShoutIndex ) cExecCheck("_cMobShout(" .. Handle .. ", " .. FileName .. ", " .. ShoutIndex .. ")" ) _cOverrideDebug("_cMobShout(" .. Handle .. ", " .. FileName .. ", " .. ShoutIndex .. ")" ) return cMobShout( Handle, FileName, ShoutIndex ) end function _cCameraMove( MapIndex, X, Y, AngleX, AngleY, Distance, UnkValue ) cExecCheck("_cCameraMove(" .. MapIndex .. ", " .. X .. ", " .. Y .. ", " .. AngleX .. ", " .. AngleY .. ", " .. Distance .. ", " .. UnkValue .. ")" ) _cOverrideDebug("_cCameraMove(" .. MapIndex .. ", " .. X .. ", " .. Y .. ", " .. AngleX .. ", " .. AngleY .. ", " .. Distance .. ", " .. UnkValue .. ")" ) return cCameraMove( MapIndex, X, Y, AngleX, AngleY, Distance, UnkValue ) end function _cSetAIScript( LuaPath, Handle ) cExecCheck("_cSetAIScript(" .. LuaPath .. ", " .. Handle .. ")" ) _cOverrideDebug("_cSetAIScript(" .. LuaPath .. ", " .. Handle .. ")" ) return cSetAIScript( LuaPath, Handle ) end