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Implement two more mission types + tweaks & fixes
* Weapons will consume your batteries fully. * Nerfed enemy damage at lower levels. * Further reworked drain, uses a static variable as a timer (lastDrainTime) * resendMobHP has been repurposed to drainMobHP. * Players heal faster after a sizable cooldown. * Nano type advantage is more noticeable during combat. Implemented two more mission types + Tweaks * Item delivery quests now work. * Timed missions now work. * All escort missions (type 6) are skipped. * /minfo now also prints the terminator npc. * Weapon battery consumption tweaked * Fixed indentations. * Heal nanos have better output (25% -> 35%) * Damage formula had a slight tweak. * Bugfixed weapon equipping. * Other tweaks
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@@ -140,12 +140,12 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange);
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equipChange.iPC_ID = plr.plr->iID;
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if (itemmove->eFrom == (int)SlotType::EQUIP) {
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equipChange.iEquipSlotNum = itemmove->iFromSlotNum;
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equipChange.EquipSlotItem = resp.ToSlotItem;
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} else {
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if (itemmove->eTo == (int)SlotType::EQUIP) {
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equipChange.iEquipSlotNum = itemmove->iToSlotNum;
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equipChange.EquipSlotItem = resp.FromSlotItem;
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} else {
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equipChange.iEquipSlotNum = itemmove->iFromSlotNum;
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equipChange.EquipSlotItem = resp.ToSlotItem;
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}
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// unequip vehicle if equip slot 8 is 0
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