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* [Bug Fix] Revert https://github.com/EQEmu/Server/commit/2df7d19f975cb21dd4eb7d6c7d40656cf58ed138 This change breaks lich-type spells as seen in #4098. Per comment on original change, also don't see where Runes come into play. * Revert invis change * [Bug Fix] Correct Rune damage check location for invis break. Correct the location of the CommonBreakInvis for runes. Appologize for the incorrect location. Thank you JJ for pointing me to the PR that caused the issue. --------- Co-authored-by: Trust <fryguy503@gmail.com>
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@@ -4071,6 +4071,10 @@ void Mob::CommonDamage(Mob* attacker, int64 &damage, const uint16 spell_id, cons
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//see if any runes want to reduce this damage
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if (!IsValidSpell(spell_id)) {
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if (IsClient()) {
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CommonBreakInvisible();
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}
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damage = ReduceDamage(damage);
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LogCombat("Melee Damage reduced to [{}]", damage);
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damage = ReduceAllDamage(damage);
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@@ -4102,8 +4106,9 @@ void Mob::CommonDamage(Mob* attacker, int64 &damage, const uint16 spell_id, cons
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TryTriggerThreshHold(damage, SE_TriggerSpellThreshold, attacker);
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}
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if (IsClient()) {
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CommonBreakInvisible();
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if (IsClient() && CastToClient()->sneaking) {
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CastToClient()->sneaking = false;
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SendAppearancePacket(AppearanceType::Sneak, 0);
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}
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if (attacker && attacker->IsClient() && attacker->CastToClient()->sneaking) {
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