mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-07-22 10:36:06 +02:00
add ion's fix for BattleActionX10Packet crashing client
- add blizzara spell lua
This commit is contained in:
parent
9024f3fad6
commit
1ae15df64c
9 changed files with 33 additions and 27 deletions
|
@ -354,7 +354,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
return false;
|
||||
|
||||
// hit everything within zone or within aoe region
|
||||
if (extents == 255.0f || aoeType == TargetFindAOEType.Circle && target.GetPosAsVector3().IsWithinCircle(targetPosition, extents))
|
||||
if (extents == 255.0f || aoeType == TargetFindAOEType.Circle && target.GetPosAsVector3().IsWithinCircle(targetPosition ?? target.GetPosAsVector3(), extents))
|
||||
return true;
|
||||
|
||||
if (aoeType == TargetFindAOEType.Cone && IsWithinCone(target, withPet))
|
||||
|
|
|
@ -25,18 +25,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
// todo: handle raise etc
|
||||
if (tick >= despawnTime)
|
||||
{
|
||||
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
|
||||
{
|
||||
// todo: mark for zoning and remove after main loop
|
||||
owner.Spawn(Program.Tick);
|
||||
//Server.GetWorldManager().DoZoneChange(((Player)owner), 244, null, 0, 15, -160.048f, 0, -165.737f, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
|
||||
// todo: fadeout animation and crap
|
||||
//owner.zone.DespawnActor(owner);
|
||||
}
|
||||
owner.Spawn(Program.Tick);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
|
@ -32,8 +32,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
// todo: Azia can fix, check the recast time and send error
|
||||
OnStart();
|
||||
}
|
||||
|
||||
if (interrupt || errorPacket != null)
|
||||
else if (interrupt || errorPacket != null)
|
||||
{
|
||||
if (owner is Player && errorPacket != null)
|
||||
((Player)owner).QueuePacket(errorPacket);
|
||||
|
@ -50,7 +49,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
if (returnCode != 0)
|
||||
{
|
||||
interrupt = true;
|
||||
errorPacket = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, owner.actorId, 0, 0, (ushort)(returnCode == -1 ? 32539 : returnCode), spell.id, 0, 1);
|
||||
errorPacket = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, owner.actorId, 0, 0, (ushort)(returnCode == -1 ? 32558 : returnCode), spell.id, 0, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -120,9 +119,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
action.amount = (ushort)lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellFinish", owner, chara, spell, action);
|
||||
actions[i++] = action;
|
||||
|
||||
packets.Add(BattleActionX01Packet.BuildPacket(chara.actorId, owner.actorId, action.targetId, spell.battleAnimation, action.effectId, action.worldMasterTextId, spell.id, action.amount, action.param));
|
||||
//packets.Add(BattleActionX01Packet.BuildPacket(chara.actorId, owner.actorId, action.targetId, spell.battleAnimation, action.effectId, action.worldMasterTextId, spell.id, action.amount, action.param));
|
||||
}
|
||||
//packets.Add(BattleActionX10Packet.BuildPacket(player.actorId, owner.actorId, spell.battleAnimation, spell.id, actions));
|
||||
packets.Add(BattleActionX10Packet.BuildPacket(owner.target.actorId, owner.actorId, spell.battleAnimation, spell.id, actions));
|
||||
owner.zone.BroadcastPacketsAroundActor(owner, packets);
|
||||
}
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
protected Character target;
|
||||
|
||||
protected bool canInterrupt;
|
||||
protected bool interrupt;
|
||||
protected bool interrupt = false;
|
||||
|
||||
protected DateTime startTime;
|
||||
|
||||
|
|
|
@ -30,8 +30,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
// todo: Azia can fix, check the recast time and send error
|
||||
OnStart();
|
||||
}
|
||||
|
||||
if (interrupt || errorPacket != null)
|
||||
else if (interrupt || errorPacket != null)
|
||||
{
|
||||
if (owner is Player && errorPacket != null)
|
||||
((Player)owner).QueuePacket(errorPacket);
|
||||
|
@ -48,7 +47,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
if (returnCode != 0)
|
||||
{
|
||||
interrupt = true;
|
||||
errorPacket = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, owner.actorId, 0, 0, (ushort)returnCode, skill.id, 0, 1);
|
||||
errorPacket = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, owner.actorId, 0, 0, (ushort)(returnCode == -1 ? 32558 : returnCode), skill.id, 0, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -112,9 +111,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
action.amount = (ushort)lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "skills", "onSkillFinish", owner, target, skill, action);
|
||||
actions[i++] = action;
|
||||
|
||||
packets.Add(BattleActionX01Packet.BuildPacket(chara.actorId, owner.actorId, action.targetId, skill.battleAnimation, action.effectId, action.worldMasterTextId, skill.id, action.amount, action.param));
|
||||
//packets.Add(BattleActionX01Packet.BuildPacket(chara.actorId, owner.actorId, action.targetId, skill.battleAnimation, action.effectId, action.worldMasterTextId, skill.id, action.amount, action.param));
|
||||
}
|
||||
//packets.Add(BattleActionX10Packet.BuildPacket(player.actorId, owner.actorId, spell.battleAnimation, spell.id, actions));
|
||||
packets.Add(BattleActionX10Packet.BuildPacket(owner.target.actorId, owner.actorId, skill.battleAnimation, skill.id, actions));
|
||||
owner.zone.BroadcastPacketsAroundActor(owner, packets);
|
||||
}
|
||||
|
||||
|
|
|
@ -29,7 +29,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
|
|||
binWriter.Write((UInt16)commandId);
|
||||
binWriter.Write((UInt16)0x810); //?
|
||||
|
||||
binWriter.Seek(0x20, SeekOrigin.Begin);
|
||||
//binWriter.Seek(0x20, SeekOrigin.Begin);
|
||||
foreach (BattleAction action in actionList)
|
||||
binWriter.Write((UInt32)action.targetId);
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue