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

@@ -36,7 +36,7 @@ namespace FFXIVClassic_Map_Server.Actors
private uint despawnTime;
private uint spawnDistance;
public float spawnX, spawnY, spawnZ;
public BattleNpc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
ushort actorState, uint animationId, string customDisplayName)
: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)
@@ -174,6 +174,13 @@ namespace FFXIVClassic_Map_Server.Actors
}
}
public override void Despawn(DateTime tick)
{
aiContainer.ClearStates();
// todo: probably didnt need to make a new state...
aiContainer.ForceChangeState(new DespawnState(this, null, 0));
}
public void OnRoam(DateTime tick)
{
// todo: move this to battlenpccontroller..
@@ -207,6 +214,8 @@ namespace FFXIVClassic_Map_Server.Actors
public override void OnAttack(State state, BattleAction action, ref BattleAction error)
{
base.OnAttack(state, action, ref error);
// todo: move this somewhere else prolly and change based on model/appearance (so maybe in Character.cs instead)
action.animation = 0x11001000; // (temporary) wolf anim
}
}
}