Sending ScSceneInteractiveEventTrigger to prevent issues on mobile cbt

This commit is contained in:
AlessandroCH
2025-08-03 15:07:11 +02:00
parent 3df44653ae
commit fee2df2fd9
3 changed files with 8 additions and 6 deletions

View File

@@ -105,6 +105,7 @@ namespace Campofinale.Game.Factory
{ {
v++; v++;
uint nodeId = v; uint nodeId = v;
FactoryBuildingTable table = ResourceManager.factoryBuildingTable[place.TemplateId]; FactoryBuildingTable table = ResourceManager.factoryBuildingTable[place.TemplateId];
FactoryNode node = new() FactoryNode node = new()
{ {

View File

@@ -11,8 +11,11 @@ namespace Campofinale.Packets.Cs
public static void Handle(Player session, CsMsgId cmdId, Packet packet) public static void Handle(Player session, CsMsgId cmdId, Packet packet)
{ {
CsSceneInteractiveEventTrigger req = packet.DecodeBody<CsSceneInteractiveEventTrigger>(); CsSceneInteractiveEventTrigger req = packet.DecodeBody<CsSceneInteractiveEventTrigger>();
ScSceneInteractiveEventTrigger rsp = new()
{
};
session.Send(ScMsgId.ScSceneInteractiveEventTrigger, rsp,packet.csHead.UpSeqid);
EntityInteractive entity = (EntityInteractive)session.sceneManager.GetEntity(req.Id); EntityInteractive entity = (EntityInteractive)session.sceneManager.GetEntity(req.Id);
if (entity != null) if (entity != null)
{ {

View File

@@ -10,12 +10,10 @@ namespace Campofinale.Packets.Cs
public static void Handle(Player session, CsMsgId cmdId, Packet packet) public static void Handle(Player session, CsMsgId cmdId, Packet packet)
{ {
CsSceneSetLastSafeZone req = packet.DecodeBody<CsSceneSetLastSafeZone>(); CsSceneSetLastSafeZone req = packet.DecodeBody<CsSceneSetLastSafeZone>();
Logger.Print($"Current Scene: {req.SceneNumId}"); /*if (req.SceneNumId != session.curSceneNumId)
//Change seamlessy scene
if (req.SceneNumId != session.curSceneNumId)
{ {
session.SeamlessEnterScene(req.SceneNumId); session.SeamlessEnterScene(req.SceneNumId);
} }*/
} }
} }