mirror of
https://github.com/EQEmu/Server.git
synced 2026-06-10 23:20:25 +00:00
Fix for Berserker 'Piercing' skill issues
This commit is contained in:
+10
-12
@@ -76,7 +76,7 @@ bool Mob::AttackAnimation(SkillUseTypes &skillinuse, int Hand, const ItemInst* w
|
||||
case ItemType1HPiercing: // Piercing
|
||||
{
|
||||
skillinuse = Skill1HPiercing;
|
||||
type = animPiercing;
|
||||
type = anim1HPiercing;
|
||||
break;
|
||||
}
|
||||
case ItemType1HBlunt: // 1H Blunt
|
||||
@@ -93,7 +93,10 @@ bool Mob::AttackAnimation(SkillUseTypes &skillinuse, int Hand, const ItemInst* w
|
||||
}
|
||||
case ItemType2HPiercing: // 2H Piercing
|
||||
{
|
||||
skillinuse = Skill1HPiercing; // change to Skill2HPiercing once activated
|
||||
if (IsClient() && CastToClient()->GetClientVersion() < ClientVersion::RoF2)
|
||||
skillinuse = Skill1HPiercing;
|
||||
else
|
||||
skillinuse = Skill2HPiercing;
|
||||
type = anim2HWeapon;
|
||||
break;
|
||||
}
|
||||
@@ -127,7 +130,7 @@ bool Mob::AttackAnimation(SkillUseTypes &skillinuse, int Hand, const ItemInst* w
|
||||
}
|
||||
case Skill1HPiercing: // Piercing
|
||||
{
|
||||
type = animPiercing;
|
||||
type = anim1HPiercing;
|
||||
break;
|
||||
}
|
||||
case Skill1HBlunt: // 1H Blunt
|
||||
@@ -140,7 +143,7 @@ bool Mob::AttackAnimation(SkillUseTypes &skillinuse, int Hand, const ItemInst* w
|
||||
type = anim2HSlashing; //anim2HWeapon
|
||||
break;
|
||||
}
|
||||
case 99: // 2H Piercing // change to Skill2HPiercing once activated
|
||||
case Skill2HPiercing: // 2H Piercing
|
||||
{
|
||||
type = anim2HWeapon;
|
||||
break;
|
||||
@@ -1652,10 +1655,10 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
|
||||
skillinuse = Skill2HSlashing;
|
||||
break;
|
||||
case ItemType1HPiercing:
|
||||
//skillinuse = Skill1HPiercing;
|
||||
//break;
|
||||
skillinuse = Skill1HPiercing;
|
||||
break;
|
||||
case ItemType2HPiercing:
|
||||
skillinuse = Skill1HPiercing; // change to Skill2HPiercing once activated
|
||||
skillinuse = Skill2HPiercing;
|
||||
break;
|
||||
case ItemType1HBlunt:
|
||||
skillinuse = Skill1HBlunt;
|
||||
@@ -1683,11 +1686,6 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
|
||||
ItemInst weapon_inst(weapon, charges);
|
||||
AttackAnimation(skillinuse, Hand, &weapon_inst);
|
||||
|
||||
// Remove this once Skill2HPiercing is activated
|
||||
//Work-around for there being no 2HP skill - We use 99 for the 2HB animation and 36 for pierce messages
|
||||
if(skillinuse == 99)
|
||||
skillinuse = static_cast<SkillUseTypes>(36);
|
||||
|
||||
//basically "if not immune" then do the attack
|
||||
if((weapon_damage) > 0) {
|
||||
|
||||
|
||||
Reference in New Issue
Block a user