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43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
using System;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class DeathState : State
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{
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DateTime despawnTime;
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public DeathState(Character owner, DateTime tick, uint timeToFadeOut)
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: base(owner, null)
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{
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owner.Disengage();
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
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owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnDeath);
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//var deathStatePacket = SetActorStatePacket.BuildPacket(owner.actorId, SetActorStatePacket.MAIN_STATE_DEAD2, owner.currentSubState);
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//owner.zone.BroadcastPacketAroundActor(owner, deathStatePacket);
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canInterrupt = false;
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startTime = tick;
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despawnTime = startTime.AddSeconds(timeToFadeOut);
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}
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public override bool Update(DateTime tick)
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{
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// todo: set a flag on chara for accept raise, play animation and spawn
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if (owner.GetMod((uint)Modifier.Raise) > 0)
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{
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owner.Spawn(tick);
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return true;
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}
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// todo: handle raise etc
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if (tick >= despawnTime)
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{
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// todo: for players, return them to homepoint
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owner.Despawn(tick);
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return true;
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}
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return false;
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}
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}
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}
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