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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.
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@ -2577,12 +2577,7 @@ bool Client::BindWound(Mob* bindmob, bool start, bool fail){
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else {
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// send bindmob "stand still"
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if(!bindmob->IsAIControlled() && bindmob != this ) {
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bind_out->type = 2; // ?
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//bind_out->type = 3; // ?
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bind_out->to = GetID(); // ?
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bindmob->CastToClient()->QueuePacket(outapp);
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bind_out->type = 0;
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bind_out->to = 0;
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bindmob->CastToClient()->Message_StringID(clientMessageYellow, YOU_ARE_BEING_BANDAGED);
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}
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else if (bindmob->IsAIControlled() && bindmob != this ){
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; // Tell IPC to stand still?
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@ -2668,7 +2663,7 @@ bool Client::BindWound(Mob* bindmob, bool start, bool fail){
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else {
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//I dont have the real, live
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Message(15, "You cannot bind wounds above %d%% hitpoints.", max_percent);
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if(bindmob->IsClient())
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if(bindmob != this && bindmob->IsClient())
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bindmob->CastToClient()->Message(15, "You cannot have your wounds bound above %d%% hitpoints.", max_percent);
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// Too many hp message goes here.
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}
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@ -27,6 +27,7 @@
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#define GAIN_XP 138 //You gain experience!!
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#define GAIN_GROUPXP 139 //You gain party experience!!
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#define BOW_DOUBLE_DAMAGE 143 //Your bow shot did double dmg.
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#define YOU_ARE_BEING_BANDAGED 147 //Someone is bandaging you.
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#define FORAGE_GRUBS 150 //You have scrounged up some fishing grubs.
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#define FORAGE_WATER 151 //You have scrounged up some water.
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#define FORAGE_FOOD 152 //You have scrounged up some food.
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