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Implemented player tick (health/nano stamina).
* The player now heals while not in combat * Nanos lose stamina while active, regain it while resting * Using active nano powers drains stamina * Standing in FM patches/lakes now deals damage * Fixed a memory error in npcAttackPc() * Mobs now aggro when a player gets close * Mobs now give up the chase if the player gets out of the combat zone; they no longer try chasing until they themselves have left it * Added a few missing break statements in the loops in BuddyManager Other players are not yet instantly notified of health/stamina updates, as finding the correct way to do this has proven tricky. FM patch damage updates other player's views just fine, though.
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@@ -427,6 +427,9 @@ Player Database::DbToPlayer(DbPlayer player) {
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result.equippedNanos[1] = player.Nano2;
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result.equippedNanos[2] = player.Nano3;
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result.dotDamage = false;
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result.inCombat = false;
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result.iWarpLocationFlag = player.WarpLocationFlag;
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result.aSkywayLocationFlag[0] = player.SkywayLocationFlag1;
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result.aSkywayLocationFlag[1] = player.SkywayLocationFlag2;
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