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fixed player health regen
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062302a7aa
commit
f8f2088e38
@ -506,7 +506,6 @@ void MobManager::dealGooDamage(CNSocket *sock, int amount) {
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}
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void MobManager::playerTick(CNServer *serv, time_t currTime) {
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static time_t lastHealTime = 0;
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for (auto& pair : PlayerManager::players) {
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CNSocket *sock = pair.first;
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Player *plr = pair.second.plr;
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@ -517,9 +516,10 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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dealGooDamage(sock, 150);
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// a somewhat hacky way tick goo damage faster than heal, but eh
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if (currTime - lastHealTime < 4000)
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if (currTime - plr->lastHealTime < 4000)
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continue;
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lastHealTime = currTime;
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plr->lastHealTime = currTime;
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// heal
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if (!plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) {
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@ -46,6 +46,7 @@ struct Player {
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bool inCombat;
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bool dotDamage;
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time_t lastHealTime;
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int64_t aQuestFlag[16];
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int tasks[ACTIVE_MISSION_COUNT];
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