using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using FFXIVClassic_Map_Server.Actors; using FFXIVClassic_Map_Server.packets.send.actor; namespace FFXIVClassic_Map_Server.actors.chara.ai.state { class DeathState : State { DateTime despawnTime; public DeathState(Character owner, DateTime tick, uint timeToFadeOut) : base(owner, null) { owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD); canInterrupt = false; startTime = tick; despawnTime = startTime.AddSeconds(timeToFadeOut); } public override bool Update(DateTime tick) { // todo: handle raise etc if (tick >= despawnTime) { if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER) { // todo: mark for zoning and remove after main loop owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE); //Server.GetWorldManager().DoZoneChange(((Player)owner), 244, null, 0, 15, -160.048f, 0, -165.737f, 0.0f); } else { owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE); // todo: fadeout animation and crap //owner.zone.DespawnActor(owner); } return true; } return false; } } }