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Added silent unsummoning
- summonNano now supports an optional "silent" argument - gumballs now last 10 minutes. - fixed comments
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@ -559,7 +559,7 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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int mobRange = (int)mob->data["m_iAtkRange"] + (int)mob->data["m_iRadius"];
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if (currTime >= mob->nextAttack) {
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if (mob->skillStyle != -1 || distance <= mobRange || rand() % 20 == 0) // while not in attack range, 1 / 10 chance.
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if (mob->skillStyle != -1 || distance <= mobRange || rand() % 20 == 0) // while not in attack range, 1 / 20 chance.
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useAbilities(mob, currTime);
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if (mob->target == nullptr)
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return;
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@ -913,7 +913,7 @@ void MobManager::dealGooDamage(CNSocket *sock, int amount) {
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if (plr->Nanos[plr->activeNano].iStamina <= 0) {
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dmg->bNanoDeactive = 1;
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plr->Nanos[plr->activeNano].iStamina = 0;
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NanoManager::summonNano(PlayerManager::getSockFromID(plr->iID), -1);
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NanoManager::summonNano(PlayerManager::getSockFromID(plr->iID), -1, true);
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}
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}
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@ -967,7 +967,7 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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plr->Nanos[plr->activeNano].iStamina -= 1 + plr->nanoDrainRate / 5;
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if (plr->Nanos[plr->activeNano].iStamina <= 0)
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NanoManager::summonNano(sock, -1); // unsummon nano
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NanoManager::summonNano(sock, -1, true); // unsummon nano silently
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transmit = true;
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} else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // regain stamina
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@ -1634,9 +1634,11 @@ void MobManager::dealCorruption(Mob *mob, std::vector<int> targetData, int skill
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respdata[i].iHitFlag = 16; // lose
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respdata[i].iDamage = NanoManager::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina -= 90;
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if (plr->Nanos[plr->activeNano].iStamina < 0)
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if (plr->Nanos[plr->activeNano].iStamina < 0) {
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respdata[i].bNanoDeactive = 1;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 0;
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}
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}
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respdata[i].iHP = plr->HP-= respdata[i].iDamage;
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respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
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@ -291,7 +291,7 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoID, int16_t slot, bool spe
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PlayerManager::sendToViewable(sock, (void*)&resp2, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));
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}
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void NanoManager::summonNano(CNSocket *sock, int slot) {
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void NanoManager::summonNano(CNSocket *sock, int slot, bool silent) {
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INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp);
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resp.iActiveNanoSlotNum = slot;
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Player *plr = PlayerManager::getPlayer(sock);
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@ -338,9 +338,10 @@ void NanoManager::summonNano(CNSocket *sock, int slot) {
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}
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}
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if (!silent) // silent nano death but only for the summoning player
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sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_ACTIVE_SUCC, sizeof(sP_FE2CL_REP_NANO_ACTIVE_SUCC));
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// Send to other players
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// Send to other players, these players can't handle silent nano deaths so this packet needs to be sent.
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INITSTRUCT(sP_FE2CL_NANO_ACTIVE, pkt1);
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pkt1.iPC_ID = plr->iID;
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pkt1.Nano = plr->Nanos[nanoID];
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@ -62,7 +62,7 @@ namespace NanoManager {
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// Helper methods
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void addNano(CNSocket* sock, int16_t nanoID, int16_t slot, bool spendfm=false);
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void summonNano(CNSocket* sock, int slot);
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void summonNano(CNSocket* sock, int slot, bool silent = false);
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void setNanoSkill(CNSocket* sock, sP_CL2FE_REQ_NANO_TUNE* skill);
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void resetNanoSkill(CNSocket* sock, int16_t nanoID);
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void nanoUnbuff(CNSocket* sock, std::vector<int> targetData, int32_t bitFlag, int16_t timeBuffID, int16_t amount, bool groupPower);
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