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
+2 -7
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.
}