Various bugfixes and tweaks

- timed missions of all types should work.
- nanos now transmit an unsummon on 0 stamina.
- dying bumps your nanos down to half stamina now.
- enemies use abilities less frequently.
- group recall now works at any distance.
- passive nanos are tweaked to guzzle less stamina.
- cleared out some redundant stuff at the nanoPower handler.
This commit is contained in:
2020-11-29 01:43:42 +00:00
committed by Gent S
parent c9754902b9
commit 5771cd014a
5 changed files with 34 additions and 41 deletions

View File

@@ -728,7 +728,8 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
for (int i = 0; i < 3; i++) {
int nanoID = plr->equippedNanos[i];
// halve nano health if respawning
if (reviveData->iRegenType == 6)
// all revives not 3-5 are normal respawns.
if (reviveData->iRegenType < 3 && reviveData->iRegenType > 5)
plr->Nanos[nanoID].iStamina = 75; // max is 150, so 75 is half
response.PCRegenData.Nanos[i] = plr->Nanos[nanoID];
if (plr->activeNano == nanoID)