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https://github.com/EQEmu/Server.git
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Texture work
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+17
-23
@@ -345,25 +345,22 @@ bool Client::Process() {
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}
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Mob *auto_attack_target = GetTarget();
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if (auto_attack && auto_attack_target != nullptr && may_use_attacks && attack_timer.Check())
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{
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if (auto_attack && auto_attack_target != nullptr && may_use_attacks && attack_timer.Check()) {
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//check if change
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//only check on primary attack.. sorry offhand you gotta wait!
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if (aa_los_them_mob)
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{
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if (aa_los_them_mob) {
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if (auto_attack_target != aa_los_them_mob ||
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m_AutoAttackPosition.x != GetX() ||
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m_AutoAttackPosition.y != GetY() ||
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m_AutoAttackPosition.z != GetZ() ||
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m_AutoAttackTargetLocation.x != aa_los_them_mob->GetX() ||
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m_AutoAttackTargetLocation.y != aa_los_them_mob->GetY() ||
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m_AutoAttackTargetLocation.z != aa_los_them_mob->GetZ())
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{
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aa_los_them_mob = auto_attack_target;
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m_AutoAttackPosition = GetPosition();
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m_AutoAttackTargetLocation.z != aa_los_them_mob->GetZ()) {
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aa_los_them_mob = auto_attack_target;
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m_AutoAttackPosition = GetPosition();
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m_AutoAttackTargetLocation = glm::vec3(aa_los_them_mob->GetPosition());
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los_status = CheckLosFN(auto_attack_target);
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los_status_facing = IsFacingMob(aa_los_them_mob);
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los_status = CheckLosFN(auto_attack_target);
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los_status_facing = IsFacingMob(aa_los_them_mob);
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}
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// If only our heading changes, we can skip the CheckLosFN call
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// but above we still need to update los_status_facing
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@@ -372,25 +369,21 @@ bool Client::Process() {
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los_status_facing = IsFacingMob(aa_los_them_mob);
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}
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}
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else
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{
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aa_los_them_mob = auto_attack_target;
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m_AutoAttackPosition = GetPosition();
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else {
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aa_los_them_mob = auto_attack_target;
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m_AutoAttackPosition = GetPosition();
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m_AutoAttackTargetLocation = glm::vec3(aa_los_them_mob->GetPosition());
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los_status = CheckLosFN(auto_attack_target);
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los_status_facing = IsFacingMob(aa_los_them_mob);
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los_status = CheckLosFN(auto_attack_target);
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los_status_facing = IsFacingMob(aa_los_them_mob);
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}
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if (!CombatRange(auto_attack_target))
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{
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if (!CombatRange(auto_attack_target)) {
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Message_StringID(MT_TooFarAway, TARGET_TOO_FAR);
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}
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else if (auto_attack_target == this)
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{
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else if (auto_attack_target == this) {
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Message_StringID(MT_TooFarAway, TRY_ATTACKING_SOMEONE);
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}
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else if (!los_status || !los_status_facing)
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{
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else if (!los_status || !los_status_facing) {
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//you can't see your target
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}
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else if (auto_attack_target->GetHP() > -10) // -10 so we can watch people bleed in PvP
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@@ -400,8 +393,9 @@ bool Client::Process() {
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TriggerDefensiveProcs(auto_attack_target, EQEmu::invslot::slotPrimary, false);
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DoAttackRounds(auto_attack_target, EQEmu::invslot::slotPrimary);
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if (CheckAATimer(aaTimerRampage))
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if (CheckAATimer(aaTimerRampage)) {
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entity_list.AEAttack(this, 30);
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}
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}
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}
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