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			64 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| /*
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| ===========================================================================
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| Copyright (C) 2015-2019 Project Meteor Dev Team
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| 
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| This file is part of Project Meteor Server.
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| 
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| Project Meteor Server is free software: you can redistribute it and/or modify
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| it under the terms of the GNU Affero General Public License as published by
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| the Free Software Foundation, either version 3 of the License, or
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| (at your option) any later version.
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| 
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| Project Meteor Server is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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| GNU Affero General Public License for more details.
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| 
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| You should have received a copy of the GNU Affero General Public License
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| along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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| ===========================================================================
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| */
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| 
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| using System;
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| using Meteor.Map.Actors;
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| using Meteor.Map.packets.send.actor;
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| 
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| namespace Meteor.Map.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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| 
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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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| 
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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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