When binding someone else's wounds, the code tried to send a bind

would response to client with a type of 2.  The intent (based on
comments was to get the client to display a "stand still" message
on the receiving client.

That reply message was not generating that message, but if the client
you were binding was also binding his own  wounds, it would cause your
target to stand up, interrupting his bind.

I replaced this client reply with a simple, directed client message.  It all
seems to work fine now.
This commit is contained in:
Paul Coene 2015-12-16 09:05:27 -05:00
parent b7dc3db703
commit bc77439d11
2 changed files with 3 additions and 7 deletions

View File

@ -2577,12 +2577,7 @@ bool Client::BindWound(Mob* bindmob, bool start, bool fail){
else {
// send bindmob "stand still"
if(!bindmob->IsAIControlled() && bindmob != this ) {
bind_out->type = 2; // ?
//bind_out->type = 3; // ?
bind_out->to = GetID(); // ?
bindmob->CastToClient()->QueuePacket(outapp);
bind_out->type = 0;
bind_out->to = 0;
bindmob->CastToClient()->Message_StringID(clientMessageYellow, YOU_ARE_BEING_BANDAGED);
}
else if (bindmob->IsAIControlled() && bindmob != this ){
; // Tell IPC to stand still?
@ -2668,7 +2663,7 @@ bool Client::BindWound(Mob* bindmob, bool start, bool fail){
else {
//I dont have the real, live
Message(15, "You cannot bind wounds above %d%% hitpoints.", max_percent);
if(bindmob->IsClient())
if(bindmob != this && bindmob->IsClient())
bindmob->CastToClient()->Message(15, "You cannot have your wounds bound above %d%% hitpoints.", max_percent);
// Too many hp message goes here.
}

View File

@ -27,6 +27,7 @@
#define GAIN_XP 138 //You gain experience!!
#define GAIN_GROUPXP 139 //You gain party experience!!
#define BOW_DOUBLE_DAMAGE 143 //Your bow shot did double dmg.
#define YOU_ARE_BEING_BANDAGED 147 //Someone is bandaging you.
#define FORAGE_GRUBS 150 //You have scrounged up some fishing grubs.
#define FORAGE_WATER 151 //You have scrounged up some water.
#define FORAGE_FOOD 152 //You have scrounged up some food.