Texture work

This commit is contained in:
Akkadius
2018-12-31 03:18:59 -06:00
parent a24dfd35e8
commit 11a43cd320
34 changed files with 1229 additions and 756 deletions
+17 -23
View File
@@ -345,25 +345,22 @@ bool Client::Process() {
}
Mob *auto_attack_target = GetTarget();
if (auto_attack && auto_attack_target != nullptr && may_use_attacks && attack_timer.Check())
{
if (auto_attack && auto_attack_target != nullptr && may_use_attacks && attack_timer.Check()) {
//check if change
//only check on primary attack.. sorry offhand you gotta wait!
if (aa_los_them_mob)
{
if (aa_los_them_mob) {
if (auto_attack_target != aa_los_them_mob ||
m_AutoAttackPosition.x != GetX() ||
m_AutoAttackPosition.y != GetY() ||
m_AutoAttackPosition.z != GetZ() ||
m_AutoAttackTargetLocation.x != aa_los_them_mob->GetX() ||
m_AutoAttackTargetLocation.y != aa_los_them_mob->GetY() ||
m_AutoAttackTargetLocation.z != aa_los_them_mob->GetZ())
{
aa_los_them_mob = auto_attack_target;
m_AutoAttackPosition = GetPosition();
m_AutoAttackTargetLocation.z != aa_los_them_mob->GetZ()) {
aa_los_them_mob = auto_attack_target;
m_AutoAttackPosition = GetPosition();
m_AutoAttackTargetLocation = glm::vec3(aa_los_them_mob->GetPosition());
los_status = CheckLosFN(auto_attack_target);
los_status_facing = IsFacingMob(aa_los_them_mob);
los_status = CheckLosFN(auto_attack_target);
los_status_facing = IsFacingMob(aa_los_them_mob);
}
// If only our heading changes, we can skip the CheckLosFN call
// but above we still need to update los_status_facing
@@ -372,25 +369,21 @@ bool Client::Process() {
los_status_facing = IsFacingMob(aa_los_them_mob);
}
}
else
{
aa_los_them_mob = auto_attack_target;
m_AutoAttackPosition = GetPosition();
else {
aa_los_them_mob = auto_attack_target;
m_AutoAttackPosition = GetPosition();
m_AutoAttackTargetLocation = glm::vec3(aa_los_them_mob->GetPosition());
los_status = CheckLosFN(auto_attack_target);
los_status_facing = IsFacingMob(aa_los_them_mob);
los_status = CheckLosFN(auto_attack_target);
los_status_facing = IsFacingMob(aa_los_them_mob);
}
if (!CombatRange(auto_attack_target))
{
if (!CombatRange(auto_attack_target)) {
Message_StringID(MT_TooFarAway, TARGET_TOO_FAR);
}
else if (auto_attack_target == this)
{
else if (auto_attack_target == this) {
Message_StringID(MT_TooFarAway, TRY_ATTACKING_SOMEONE);
}
else if (!los_status || !los_status_facing)
{
else if (!los_status || !los_status_facing) {
//you can't see your target
}
else if (auto_attack_target->GetHP() > -10) // -10 so we can watch people bleed in PvP
@@ -400,8 +393,9 @@ bool Client::Process() {
TriggerDefensiveProcs(auto_attack_target, EQEmu::invslot::slotPrimary, false);
DoAttackRounds(auto_attack_target, EQEmu::invslot::slotPrimary);
if (CheckAATimer(aaTimerRampage))
if (CheckAATimer(aaTimerRampage)) {
entity_list.AEAttack(this, 30);
}
}
}