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Fix issue with heading being incorrectly handled
So we've been doing heading wrong all these years. You will need to run a script to fix your quests and required SQL to fix DB. This fixes a ton of random issues with headings and as gives us a better resolution on headings :P
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+10
-4
@@ -358,7 +358,7 @@ bool Mob::AvoidDamage(Mob *other, DamageHitInfo &hit)
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Mob *attacker = other;
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Mob *defender = this;
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bool InFront = attacker->InFrontMob(this, attacker->GetX(), attacker->GetY());
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bool InFront = !attacker->BehindMob(this, attacker->GetX(), attacker->GetY());
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/*
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This special ability adds a negative modifer to the defenders riposte/block/parry/chance
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@@ -3611,13 +3611,13 @@ void Mob::CommonDamage(Mob* attacker, int &damage, const uint16 spell_id, const
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a->special = 2;
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else
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a->special = 0;
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a->meleepush_xy = attacker ? attacker->GetHeading() * 2.0f : 0.0f;
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a->meleepush_xy = attacker ? attacker->GetHeading() : 0.0f;
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if (RuleB(Combat, MeleePush) && damage > 0 && !IsRooted() &&
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(IsClient() || zone->random.Roll(RuleI(Combat, MeleePushChance)))) {
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a->force = EQEmu::skills::GetSkillMeleePushForce(skill_used);
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// update NPC stuff
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auto new_pos = glm::vec3(m_Position.x + (a->force * std::sin(a->meleepush_xy) + m_Delta.x),
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m_Position.y + (a->force * std::cos(a->meleepush_xy) + m_Delta.y), m_Position.z);
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auto new_pos = glm::vec3(m_Position.x + (a->force * std::cos(a->meleepush_xy) + m_Delta.x),
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m_Position.y + (a->force * std::sin(a->meleepush_xy) + m_Delta.y), m_Position.z);
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if (zone->zonemap && zone->zonemap->CheckLoS(glm::vec3(m_Position), new_pos)) { // If we have LoS on the new loc it should be reachable.
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if (IsNPC()) {
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// Is this adequate?
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@@ -4445,6 +4445,12 @@ void Mob::DoRiposte(Mob *defender)
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if (!defender)
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return;
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// so ahhh the angle you can riposte is larger than the angle you can hit :P
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if (!defender->IsFacingMob(this)) {
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defender->Message_StringID(MT_TooFarAway, CANT_SEE_TARGET);
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return;
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}
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defender->Attack(this, EQEmu::inventory::slotPrimary, true);
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if (HasDied())
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return;
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