Use PlayerState to generate stun particles

This commit is contained in:
Michael Cook (mackal)
2015-05-08 00:59:38 -04:00
parent 103d808925
commit bf4ff03641
9 changed files with 68 additions and 36 deletions
+4 -7
View File
@@ -2858,10 +2858,7 @@ void Bot::SaveTimers() {
bool Bot::Process()
{
if(IsStunned() && stunned_timer.Check())
{
this->stunned = false;
this->stunned_timer.Disable();
}
Mob::UnStun();
if(!GetBotOwner())
return false;
@@ -11719,11 +11716,11 @@ void Bot::ProcessBotCommands(Client *c, const Seperator *sep) {
const char* equipped[EmuConstants::EQUIPMENT_SIZE] = {"Charm", "Left Ear", "Head", "Face", "Right Ear", "Neck", "Shoulders", "Arms", "Back",
"Left Wrist", "Right Wrist", "Range", "Hands", "Primary Hand", "Secondary Hand",
"Left Finger", "Right Finger", "Chest", "Legs", "Feet", "Waist", "Ammo" };
const ItemInst* inst = nullptr;
const Item_Struct* item = nullptr;
bool is2Hweapon = false;
std::string item_link;
Client::TextLink linker;
linker.SetLinkType(linker.linkItemInst);
@@ -11753,7 +11750,7 @@ void Bot::ProcessBotCommands(Client *c, const Seperator *sep) {
// I could not find a difference between the criteria positive code and the criteria negative code..
// ..so, I deleted the check (old criteria: i = { MainCharm, MainRange, MainPrimary, MainSecondary, MainAmmo })
linker.SetItemInst(inst);
item_link = linker.GenerateLink();