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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
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
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@@ -36,7 +36,7 @@ namespace FFXIVClassic_Map_Server.Actors
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private uint despawnTime;
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private uint spawnDistance;
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public float spawnX, spawnY, spawnZ;
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public BattleNpc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
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ushort actorState, uint animationId, string customDisplayName)
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: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)
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@@ -174,6 +174,13 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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}
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public override void Despawn(DateTime tick)
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{
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aiContainer.ClearStates();
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// todo: probably didnt need to make a new state...
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aiContainer.ForceChangeState(new DespawnState(this, null, 0));
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}
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public void OnRoam(DateTime tick)
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{
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// todo: move this to battlenpccontroller..
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@@ -207,6 +214,8 @@ namespace FFXIVClassic_Map_Server.Actors
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public override void OnAttack(State state, BattleAction action, ref BattleAction error)
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{
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base.OnAttack(state, action, ref error);
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// todo: move this somewhere else prolly and change based on model/appearance (so maybe in Character.cs instead)
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action.animation = 0x11001000; // (temporary) wolf anim
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}
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}
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}
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