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[Commands] Cleanup #appearance Command (#3827)
* [Commands] Cleanup #appearance Command # Notes - Cleanup messages and logic. - Cleanup appearance type constants to use a namespace with constexpr instead. - Cleanup animation constants to use a namespace with constexpr instead. * Update emu_constants.cpp * Cleanup
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+4
-4
@@ -472,8 +472,8 @@ void Client::AI_Start(uint32 iMoveDelay) {
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return;
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pClientSideTarget = GetTarget() ? GetTarget()->GetID() : 0;
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SendAppearancePacket(AT_Anim, ANIM_FREEZE); // this freezes the client
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SendAppearancePacket(AT_Linkdead, 1); // Sending LD packet so *LD* appears by the player name when charmed/feared -Kasai
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SendAppearancePacket(AppearanceType::Animation, Animation::Freeze); // this freezes the client
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SendAppearancePacket(AppearanceType::Linkdead, 1); // Sending LD packet so *LD* appears by the player name when charmed/feared -Kasai
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SetAttackTimer();
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SetFeigned(false);
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}
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@@ -537,8 +537,8 @@ void Client::AI_Stop() {
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safe_delete(app);
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SetTarget(entity_list.GetMob(pClientSideTarget));
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SendAppearancePacket(AT_Anim, GetAppearanceValue(GetAppearance()));
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SendAppearancePacket(AT_Linkdead, 0); // Removing LD packet so *LD* no longer appears by the player name when charmed/feared -Kasai
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SendAppearancePacket(AppearanceType::Animation, GetAppearanceValue(GetAppearance()));
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SendAppearancePacket(AppearanceType::Linkdead, 0); // Removing LD packet so *LD* no longer appears by the player name when charmed/feared -Kasai
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if (!auto_attack) {
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attack_timer.Disable();
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attack_dw_timer.Disable();
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