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.
This commit is contained in:
2020-09-27 00:16:15 +02:00
parent 43d268e142
commit 4fa6618abb
6 changed files with 154 additions and 9 deletions

View File

@@ -44,6 +44,9 @@ struct Player {
bool isTrading;
bool isTradeConfirm;
bool inCombat;
bool dotDamage;
int64_t aQuestFlag[16];
int tasks[ACTIVE_MISSION_COUNT];
int RemainingNPCCount[ACTIVE_MISSION_COUNT][3];