|  |  |  | @ -348,6 +348,9 @@ public enum CombatManager {@@ -348,6 +348,9 @@ public enum CombatManager { | 
			
		
	
		
			
				
					|  |  |  |  |                     if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
			
		
	
		
			
				
					|  |  |  |  |                         DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
			
		
	
		
			
				
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					|  |  |  |  |                     //we need to send the animation even if the attacker misses
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					|  |  |  |  |                     TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot)); | 
			
		
	
		
			
				
					|  |  |  |  |                     DispatchManager.sendToAllInRange(target, cmm); | 
			
		
	
		
			
				
					|  |  |  |  |                     //set auto attack job
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					|  |  |  |  |                     setAutoAttackJob(attacker, slot, delay); | 
			
		
	
		
			
				
					|  |  |  |  |                     return; | 
			
		
	
	
		
			
				
					|  |  |  | @ -430,6 +433,9 @@ public enum CombatManager {@@ -430,6 +433,9 @@ public enum CombatManager { | 
			
		
	
		
			
				
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					|  |  |  |  |                     if (resists.immuneTo(damageType)) { | 
			
		
	
		
			
				
					|  |  |  |  |                         //set auto attack job
 | 
			
		
	
		
			
				
					|  |  |  |  |                         //we need to send the animation even if the attacker misses
 | 
			
		
	
		
			
				
					|  |  |  |  |                         TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot)); | 
			
		
	
		
			
				
					|  |  |  |  |                         DispatchManager.sendToAllInRange(target, cmm); | 
			
		
	
		
			
				
					|  |  |  |  |                         setAutoAttackJob(attacker, slot, delay); | 
			
		
	
		
			
				
					|  |  |  |  |                         return; | 
			
		
	
		
			
				
					|  |  |  |  |                     } | 
			
		
	
	
		
			
				
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