using System; 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.Disengage(); owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD); owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnDeath); //var deathStatePacket = SetActorStatePacket.BuildPacket(owner.actorId, SetActorStatePacket.MAIN_STATE_DEAD2, owner.currentSubState); //owner.zone.BroadcastPacketAroundActor(owner, deathStatePacket); canInterrupt = false; startTime = tick; despawnTime = startTime.AddSeconds(timeToFadeOut); } public override bool Update(DateTime tick) { // todo: set a flag on chara for accept raise, play animation and spawn if (owner.GetMod((uint)Modifier.Raise) > 0) { owner.Spawn(tick); return true; } // todo: handle raise etc if (tick >= despawnTime) { // todo: for players, return them to homepoint owner.Despawn(tick); return true; } return false; } } }