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Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
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1823 changed files with 102704 additions and 901 deletions
63
Map Server/Actors/Chara/Ai/State/DeathState.cs
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63
Map Server/Actors/Chara/Ai/State/DeathState.cs
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/*
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===========================================================================
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Copyright (C) 2015-2019 Project Meteor Dev Team
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This file is part of Project Meteor Server.
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Project Meteor Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Project Meteor Server is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using System;
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using Meteor.Map.Actors;
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using Meteor.Map.packets.send.actor;
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namespace Meteor.Map.actors.chara.ai.state
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{
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class DeathState : State
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{
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DateTime despawnTime;
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public DeathState(Character owner, DateTime tick, uint timeToFadeOut)
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: base(owner, null)
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{
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owner.Disengage();
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
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owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnDeath);
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//var deathStatePacket = SetActorStatePacket.BuildPacket(owner.actorId, SetActorStatePacket.MAIN_STATE_DEAD2, owner.currentSubState);
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//owner.zone.BroadcastPacketAroundActor(owner, deathStatePacket);
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canInterrupt = false;
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startTime = tick;
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despawnTime = startTime.AddSeconds(timeToFadeOut);
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}
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public override bool Update(DateTime tick)
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{
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// todo: set a flag on chara for accept raise, play animation and spawn
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if (owner.GetMod((uint)Modifier.Raise) > 0)
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{
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owner.Spawn(tick);
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return true;
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}
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// todo: handle raise etc
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if (tick >= despawnTime)
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{
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// todo: for players, return them to homepoint
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owner.Despawn(tick);
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return true;
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}
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return false;
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}
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}
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}
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