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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Renamed BattleActionPacket -> CommandResultPacket as it better defines what these packets do. A command fires -> here is what happened due to it.
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@@ -74,7 +74,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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// todo: send paralyzed/sleep message etc.
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if (errorResult != null)
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{
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owner.zone.BroadcastPacketAroundActor(owner, BattleActionX01Packet.BuildPacket(errorResult.targetId, errorResult.animation, 0x765D, errorResult));
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owner.zone.BroadcastPacketAroundActor(owner, CommandResultX01Packet.BuildPacket(errorResult.targetId, errorResult.animation, 0x765D, errorResult));
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errorResult = null;
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}
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}
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@@ -103,12 +103,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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// todo: Change this to use a BattleCommand like the other states
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//List<BattleAction> actions = new List<BattleAction>();
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BattleActionContainer actions = new BattleActionContainer();
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CommandResultContainer actions = new CommandResultContainer();
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var i = 0;
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for (int hitNum = 0; hitNum < 1 /* owner.GetMod((uint) Modifier.HitCount)*/; hitNum++)
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{
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BattleAction action = new BattleAction(target.actorId, 0x765D, (uint)HitEffect.Hit, 100, (byte)HitDirection.None, (byte) hitNum);
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CommandResult action = new CommandResult(target.actorId, 0x765D, (uint)HitEffect.Hit, 100, (byte)HitDirection.None, (byte) hitNum);
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action.commandType = CommandType.AutoAttack;
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action.actionType = ActionType.Physical;
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action.actionProperty = (ActionProperty) owner.GetMod(Modifier.AttackType);
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@@ -118,8 +118,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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}
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// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
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BattleAction[] errors = (BattleAction[])actions.GetList().ToArray().Clone();
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BattleAction error = null;// new BattleAction(0, null, 0, 0);
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CommandResult[] errors = (CommandResult[])actions.GetList().ToArray().Clone();
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CommandResult error = null;// new BattleAction(0, null, 0, 0);
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//owner.DoActions(null, actions.GetList(), ref error);
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//owner.OnAttack(this, actions[0], ref errorResult);
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var anim = (uint)(17 << 24 | 1 << 12);
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