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https://github.com/EQEmu/Server.git
synced 2026-09-05 07:16:37 +00:00
Implement mob and client melee push
New rules: Combat:MeleePush turns melee push on/off Combat:MeleePushChance is the chance that an NPC will be pushed Clients are pushed every successful hit, need to verify or disprove this
This commit is contained in:
@@ -658,7 +658,9 @@ namespace RoF
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@@ -4389,7 +4391,7 @@ namespace RoF
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IN(type);
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IN(spellid);
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IN(damage);
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emu->sequence = eq->sequence;
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IN(meleepush_xy);
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FINISH_DIRECT_DECODE();
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}
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@@ -729,7 +729,9 @@ namespace RoF2
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@@ -4538,7 +4540,7 @@ namespace RoF2
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IN(type);
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IN(spellid);
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IN(damage);
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emu->sequence = eq->sequence;
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IN(meleepush_xy);
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FINISH_DIRECT_DECODE();
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}
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@@ -1484,9 +1484,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint32 spellid;
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/* 09 */ int32 damage;
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/* 13 */ float unknown11; // cd cc cc 3d
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/* 17 */ float sequence; // see above notes in Action_Struct
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/* 21 */ uint8 unknown19[9]; // was [9]
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/* 13 */ float force; // cd cc cc 3d
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/* 17 */ float meleepush_xy; // see above notes in Action_Struct
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/* 21 */ float meleepush_z;
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/* 25 */ uint8 unknown25[5]; // was [9]
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/* 30 */
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};
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@@ -1514,9 +1514,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint32 spellid;
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/* 09 */ int32 damage;
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/* 13 */ float unknown11; // cd cc cc 3d
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/* 17 */ float sequence; // see above notes in Action_Struct
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/* 21 */ uint8 unknown19[9]; // was [9]
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/* 13 */ float force; // cd cc cc 3d
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/* 17 */ float meleepush_xy; // see above notes in Action_Struct
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/* 21 */ float meleepush_z;
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/* 25 */ uint8 unknown25[5]; // was [9]
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/* 30 */
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};
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@@ -446,7 +446,9 @@ namespace SoD
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@@ -1272,9 +1272,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ int32 damage;
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/* 11 */ float unknown11; // cd cc cc 3d
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/* 15 */ float sequence; // see above notes in Action_Struct
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/* 19 */ uint8 unknown19[9]; // was [9]
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/* 11 */ float force; // cd cc cc 3d
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */ uint8 unknown23[5]; // was [9]
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/* 28 */
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};
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@@ -426,7 +426,9 @@ namespace SoF
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@@ -1249,9 +1249,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ int32 damage;
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/* 11 */ float unknown11; // cd cc cc 3d
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/* 15 */ float sequence; // see above notes in Action_Struct
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/* 19 */ uint8 unknown19[9]; // was [9]
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/* 11 */ float force; // cd cc cc 3d
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */ uint8 unknown23[5]; // was [9]
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/* 28 */
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};
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@@ -1101,9 +1101,9 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ uint32 damage;
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/* 11 */ uint32 unknown11;
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/* 15 */ uint32 sequence; // see above notes in Action_Struct
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/* 19 */ uint32 unknown19;
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/* 11 */ float force;
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */
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};
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@@ -581,7 +581,9 @@ namespace UF
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@@ -3356,7 +3358,7 @@ namespace UF
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IN(type);
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IN(spellid);
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IN(damage);
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emu->sequence = eq->sequence;
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IN(meleepush_xy);
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FINISH_DIRECT_DECODE();
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}
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@@ -1330,9 +1330,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ int32 damage;
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/* 11 */ float unknown11; // cd cc cc 3d
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/* 15 */ float sequence; // see above notes in Action_Struct
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/* 19 */ uint8 unknown19[9]; // was [9]
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/* 11 */ float force; // cd cc cc 3d
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */ uint8 unknown23[5]; // was [9]
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/* 28 */
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};
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