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@ -69,6 +69,7 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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respdata[i].iHitFlag = 2; // hitscan, not a rocket or a grenade
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respdata[i].iHitFlag = 2; // hitscan, not a rocket or a grenade
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}
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}
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resp->iBatteryW = plr->batteryW;
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sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen);
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sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen);
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// a bit of a hack: these are the same size, so we can reuse the response packet
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// a bit of a hack: these are the same size, so we can reuse the response packet
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@ -133,6 +134,8 @@ void MobManager::giveReward(CNSocket *sock) {
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// simple rewards
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// simple rewards
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reward->m_iCandy = plr->money;
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reward->m_iCandy = plr->money;
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reward->m_iFusionMatter = plr->fusionmatter;
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reward->m_iFusionMatter = plr->fusionmatter;
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reward->m_iBatteryN = plr->batteryN;
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reward->m_iBatteryW = plr->batteryW;
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reward->iFatigue = 100; // prevents warning message
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reward->iFatigue = 100; // prevents warning message
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reward->iFatigue_Level = 1;
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reward->iFatigue_Level = 1;
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reward->iItemCnt = 1; // remember to update resplen if you change this
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reward->iItemCnt = 1; // remember to update resplen if you change this
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@ -315,7 +318,7 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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* We reuse nextAttack to avoid scanning for players all the time, but to still
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* We reuse nextAttack to avoid scanning for players all the time, but to still
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* do so more often than if we waited for nextMovement (which is way too slow).
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* do so more often than if we waited for nextMovement (which is way too slow).
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*/
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*/
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if (mob->nextAttack == 0 || currTime < mob->nextAttack) {
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if (mob->nextAttack == 0 || currTime >= mob->nextAttack) {
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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/*
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/*
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