fixed auto attack messing up cast anim

- fixed auto attack anim for mobs (<3 u ion)
- added hotbar timer updates (<3 u azia)
- fixed actor block bug
- cleaned up substate retardation
- fixed some targetfind issues
- added despawn state
- added messages for in progress commands
- added fields for aoe target, range, battleAnimation to server_battle_commands table
This commit is contained in:
Tahir Akhlaq 2017-08-31 05:56:43 +01:00
parent 4c7928da78
commit c5cc7c2f00
24 changed files with 550 additions and 330 deletions

View file

@ -365,10 +365,10 @@ namespace FFXIVClassic_Map_Server.Actors
public void ChangeState(ushort newState)
{
if (newState != currentMainState)
//if (newState != currentMainState)
{
currentMainState = newState;
updateFlags |= ActorUpdateFlags.State;
updateFlags |= (ActorUpdateFlags.State | ActorUpdateFlags.Position);
}
}
@ -402,7 +402,7 @@ namespace FFXIVClassic_Map_Server.Actors
if (positionUpdates != null && positionUpdates.Count > 0)
{
// push latest for player
var pos = positionUpdates[currentSubState == SetActorStatePacket.SUB_STATE_PLAYER ? positionUpdates.Count - 1 : 0];
var pos = positionUpdates[0];
oldPositionX = positionX;
oldPositionY = positionY;
oldPositionZ = positionZ;
@ -417,8 +417,8 @@ namespace FFXIVClassic_Map_Server.Actors
//Program.Server.GetInstance().mLuaEngine.OnPath(actor, position, positionUpdates)
positionUpdates.Remove(pos);
packets.Add(CreatePositionUpdatePacket());
}
packets.Add(CreatePositionUpdatePacket());
}
if ((updateFlags & ActorUpdateFlags.Speed) != 0)
@ -434,8 +434,6 @@ namespace FFXIVClassic_Map_Server.Actors
if ((updateFlags & ActorUpdateFlags.State) != 0)
{
packets.Add(SetActorStatePacket.BuildPacket(actorId, currentMainState, currentSubState));
if (this is Character)
((Character)this).DoBattleAction(21001, 0x7C000062, new BattleAction(this.actorId, 0, 1, 0, 0, 1)); //Attack Mode
}
updateFlags = ActorUpdateFlags.None;