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
+5 -7
View File
@@ -197,10 +197,8 @@ bool Client::Process() {
instalog = true;
}
if (IsStunned() && stunned_timer.Check()) {
this->stunned = false;
this->stunned_timer.Disable();
}
if (IsStunned() && stunned_timer.Check())
Mob::UnStun();
if(!m_CheatDetectMoved)
{
@@ -262,7 +260,7 @@ bool Client::Process() {
}
if(light_update_timer.Check()) {
UpdateEquipmentLight();
if(UpdateActiveLight()) {
SendAppearancePacket(AT_Light, GetActiveLightType());
@@ -562,7 +560,7 @@ bool Client::Process() {
}
ProjectileAttack();
if(spellbonuses.GravityEffect == 1) {
if(gravity_timer.Check())
DoGravityEffect();
@@ -793,7 +791,7 @@ void Client::OnDisconnect(bool hard_disconnect) {
Mob *Other = trade->With();
if(Other)
{
Log.Out(Logs::Detail, Logs::Trading, "Client disconnected during a trade. Returning their items.");
Log.Out(Logs::Detail, Logs::Trading, "Client disconnected during a trade. Returning their items.");
FinishTrade(this);
if(Other->IsClient())