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Fixed #modifynpcstat runspeed <value>, to work with new speed calculations.
Updated #showstats and #npcstats for new speed calcs to display speeds again in familiar float format. Improved client movement while AI Controlled, such as feared and charmed. Movement will be much smoother from clients perspective.
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@@ -1484,7 +1484,7 @@ void command_npcstats(Client *c, const Seperator *sep)
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c->Message(0, "Current HP: %i Max HP: %i", c->GetTarget()->GetHP(), c->GetTarget()->GetMaxHP());
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//c->Message(0, "Weapon Item Number: %s", c->GetTarget()->GetWeapNo());
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c->Message(0, "Gender: %i Size: %f Bodytype: %d", c->GetTarget()->GetGender(), c->GetTarget()->GetSize(), c->GetTarget()->GetBodyType());
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c->Message(0, "Runspeed: %i Walkspeed: %i", c->GetTarget()->GetRunspeed(), c->GetTarget()->GetWalkspeed());
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c->Message(0, "Runspeed: %.3f Walkspeed: %.3f", static_cast<float>(0.025f * c->GetTarget()->GetRunspeed()), static_cast<float>(0.025f * c->GetTarget()->GetWalkspeed()));
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c->Message(0, "Spawn Group: %i Grid: %i", c->GetTarget()->CastToNPC()->GetSp2(), c->GetTarget()->CastToNPC()->GetGrid());
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c->Message(0, "EmoteID: %i", c->GetTarget()->CastToNPC()->GetEmoteID());
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c->GetTarget()->CastToNPC()->QueryLoot(c);
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