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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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@@ -86,6 +86,7 @@ namespace MobManager {
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void init();
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void step(CNServer*, time_t);
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void playerTick(CNServer*, time_t);
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void deadStep(Mob*, time_t);
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void combatStep(Mob*, time_t);
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@@ -96,6 +97,7 @@ namespace MobManager {
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void combatBegin(CNSocket *sock, CNPacketData *data);
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void combatEnd(CNSocket *sock, CNPacketData *data);
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void dotDamageOnOff(CNSocket *sock, CNPacketData *data);
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void dealGooDamage(CNSocket *sock, int amount);
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void npcAttackPc(Mob *mob);
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int hitMob(CNSocket *sock, Mob *mob, int damage);
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