Use scene types instead of hardcoding scene ids for checking enter reason

This commit is contained in:
Melledy 2022-05-13 16:35:03 -07:00
parent b78e397056
commit ab5e4fcdb4

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@ -10,6 +10,7 @@ import emu.grasscutter.game.player.Player;
import emu.grasscutter.game.player.Player.SceneLoadState;
import emu.grasscutter.game.props.EnterReason;
import emu.grasscutter.game.props.EntityIdType;
import emu.grasscutter.game.props.SceneType;
import emu.grasscutter.data.GameData;
import emu.grasscutter.data.def.DungeonData;
import emu.grasscutter.data.def.SceneData;
@ -267,11 +268,9 @@ public class World implements Iterable<Player> {
enterReason = EnterReason.DungeonEnter;
} else if (oldScene == newScene) {
enterType = EnterType.ENTER_GOTO;
}
// Home
if (2001 <= newScene.getId() && newScene.getId() <= 2004) {
enterType = EnterType.ENTER_SELF_HOME;
} else if (newScene.getSceneType() == SceneType.SCENE_HOME_WORLD) {
// Home
enterType = EnterType.ENTER_SELF_HOME;
}
// Teleport packet