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Fix case where resplen wasn't being initialized
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166eb5125f
commit
c2ab5c9d02
@ -364,9 +364,6 @@ void GroupManager::groupUnbuff(Player* plr) {
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->groupIDs[i]);
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->groupIDs[i]);
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CNSocket* sock = PlayerManager::getSockFromID(plr->groupIDs[n]);
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CNSocket* sock = PlayerManager::getSockFromID(plr->groupIDs[n]);
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if (otherPlr == nullptr || sock == nullptr)
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continue;
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NanoManager::applyBuff(sock, otherPlr->Nanos[otherPlr->activeNano].iSkillID, 2, 1, 0);
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NanoManager::applyBuff(sock, otherPlr->Nanos[otherPlr->activeNano].iSkillID, 2, 1, 0);
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}
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}
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}
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}
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@ -575,13 +575,8 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int eggId) {
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Player* plr = PlayerManager::getPlayer(sock);
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Player* plr = PlayerManager::getPlayer(sock);
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
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if (otherPlr == nullptr)
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return -1;
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int CBFlag = 0;
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int bitFlag = GroupManager::getGroupFlags(otherPlr);
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int bitFlag = GroupManager::getGroupFlags(otherPlr);
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int CBFlag = NanoManager::applyBuff(sock, skillId, 1, 3, bitFlag);
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CBFlag = NanoManager::applyBuff(sock, skillId, 1, 3, bitFlag);
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size_t resplen;
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size_t resplen;
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@ -589,9 +584,9 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int eggId) {
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resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Damage);
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resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Damage);
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} else if (skillId == 147) {
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} else if (skillId == 147) {
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resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Heal_HP);
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resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Heal_HP);
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} else
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} else {
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sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Buff);
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resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Buff);
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}
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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// we know it's only one trailing struct, so we can skip full validation
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// we know it's only one trailing struct, so we can skip full validation
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@ -605,6 +600,8 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int eggId) {
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skill->iID = plr->iID;
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skill->iID = plr->iID;
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skill->iDamage = PC_MAXHEALTH(plr->level) * NanoManager::SkillTable[skillId].powerIntensity[0] / 1000;
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skill->iDamage = PC_MAXHEALTH(plr->level) * NanoManager::SkillTable[skillId].powerIntensity[0] / 1000;
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plr->HP -= skill->iDamage;
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plr->HP -= skill->iDamage;
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if (plr->HP < 0)
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plr->HP = 0;
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skill->iHP = plr->HP;
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skill->iHP = plr->HP;
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} else if (skillId == 147) { // heal egg
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} else if (skillId == 147) { // heal egg
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sSkillResult_Heal_HP* skill = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
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sSkillResult_Heal_HP* skill = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
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@ -653,17 +650,12 @@ void NPCManager::eggStep(CNServer* serv, time_t currTime) {
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// check remaining time
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// check remaining time
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if (it->second > timeStamp)
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if (it->second > timeStamp)
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it++;
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it++;
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else { // if time reached 0
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// if time reached 0
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else {
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CNSocket* sock = it->first.first;
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CNSocket* sock = it->first.first;
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int32_t CBFlag = it->first.second;
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int32_t CBFlag = it->first.second;
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Player* plr = PlayerManager::getPlayer(sock);
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Player* plr = PlayerManager::getPlayer(sock);
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
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if (otherPlr == nullptr)
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continue;
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int groupFlags = GroupManager::getGroupFlags(otherPlr);
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int groupFlags = GroupManager::getGroupFlags(otherPlr);
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for (auto& pwr : NanoManager::NanoPowers) {
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for (auto& pwr : NanoManager::NanoPowers) {
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if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff
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if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff
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@ -691,8 +683,7 @@ void NPCManager::eggStep(CNServer* serv, time_t currTime) {
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egg.second->deadUntil = 0;
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egg.second->deadUntil = 0;
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egg.second->appearanceData.iHP = 400;
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egg.second->appearanceData.iHP = 400;
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ChunkManager::addNPCToChunks(ChunkManager::getViewableChunks(egg.second->chunkPos),
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ChunkManager::addNPCToChunks(ChunkManager::getViewableChunks(egg.second->chunkPos), egg.first);
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egg.first);
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}
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}
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}
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}
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