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Fix for player hp updates not matching between client and server
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c82d08cf11
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@ -336,6 +336,10 @@ int32 Client::CalcMaxHP()
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current_hp = curHP_cap;
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}
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}
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// hack fix for client health not reflecting server value
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last_max_hp = 0;
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return max_hp;
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}
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15
zone/mob.cpp
15
zone/mob.cpp
@ -186,6 +186,7 @@ Mob::Mob(
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last_hp_percent = 0;
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last_hp = 0;
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last_max_hp = 0;
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current_speed = base_runspeed;
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@ -1334,6 +1335,16 @@ void Mob::SendHPUpdate(bool skip_self /*= false*/, bool force_update_all /*= fal
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* If our HP is different from last HP update call - let's update selves
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*/
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if (IsClient()) {
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// delay to allow the client to catch up on buff states
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if (max_hp != last_max_hp) {
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last_max_hp = max_hp;
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CastToClient()->hp_self_update_throttle_timer.Trigger();
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return;
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}
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if (current_hp != last_hp || force_update_all) {
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/**
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@ -1341,10 +1352,12 @@ void Mob::SendHPUpdate(bool skip_self /*= false*/, bool force_update_all /*= fal
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*/
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if (this->CastToClient()->hp_self_update_throttle_timer.Check() || force_update_all) {
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Log(Logs::General, Logs::HPUpdate,
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"Mob::SendHPUpdate :: Update HP of self (%s) HP: %i last: %i skip_self: %s",
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"Mob::SendHPUpdate :: Update HP of self (%s) HP: %i/%i last: %i/%i skip_self: %s",
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this->GetCleanName(),
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current_hp,
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max_hp,
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last_hp,
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last_max_hp,
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(skip_self ? "true" : "false")
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);
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@ -1526,6 +1526,7 @@ protected:
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int8 last_hp_percent;
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int32 last_hp;
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int32 last_max_hp;
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int cur_wp;
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glm::vec4 m_CurrentWayPoint;
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@ -286,6 +286,9 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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dmg = -dmg;
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}
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// hack fix for client health not reflecting server value
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last_hp = 0;
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//do any AAs apply to these spells?
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if(dmg < 0) {
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if (!PassCastRestriction(false, spells[spell_id].base2[i], true))
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