mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-31 04:56:20 +00:00
Ranged attacks will now much more accurately calculate max distance server side
via accounting for differences in attacker/target size. This fixes a very common issue of player hitting range attack and nothing happening due to server improperly calculating max range.
This commit is contained in:
@@ -737,6 +737,7 @@ public:
|
||||
void ProjectileAttack();
|
||||
inline bool HasProjectileAttack() const { return ActiveProjectileATK; }
|
||||
inline void SetProjectileAttack(bool value) { ActiveProjectileATK = value; }
|
||||
float GetRangeDistTargetSizeMod(Mob* other);
|
||||
bool CanDoSpecialAttack(Mob *other);
|
||||
bool Flurry(ExtraAttackOptions *opts);
|
||||
bool Rampage(ExtraAttackOptions *opts);
|
||||
|
||||
Reference in New Issue
Block a user