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perpetual movement machine fixed

lakebane
FatBoy-DOTC 2 weeks ago
parent
commit
537a30710a
  1. 5
      src/engine/gameManager/CombatManager.java
  2. 4
      src/engine/objects/AbstractCharacter.java

5
src/engine/gameManager/CombatManager.java

@ -432,7 +432,10 @@ public enum CombatManager { @@ -432,7 +432,10 @@ public enum CombatManager {
//Source can attack.
//NOTE Don't 'return;' beyond this point until timer created
if(abstractCharacter.getObjectType().equals(GameObjectType.PlayerCharacter)){
PlayerCharacter pc = (PlayerCharacter)abstractCharacter;
pc.updateMovementState();
}
boolean attackFailure = (wb != null) && (wb.getRange() > 35f) && abstractCharacter.isMoving();
//Target can't attack on move with ranged weapons.

4
src/engine/objects/AbstractCharacter.java

@ -24,6 +24,7 @@ import engine.jobs.TrackJob; @@ -24,6 +24,7 @@ import engine.jobs.TrackJob;
import engine.math.AtomicFloat;
import engine.math.Bounds;
import engine.math.Vector3fImmutable;
import engine.mobileAI.utilities.CombatUtilities;
import engine.net.ByteBufferWriter;
import engine.net.DispatchMessage;
import engine.net.client.msg.UpdateStateMsg;
@ -819,7 +820,8 @@ public abstract class AbstractCharacter extends AbstractWorldObject { @@ -819,7 +820,8 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
//TODO who the fuck wrote changeHeightJob. FIX THIS.
if (this.endLoc.equals(Vector3fImmutable.ZERO) || this.endLoc.equals(this.bindLoc))
float distance = this.loc.distance2D(this.endLoc);
if (this.endLoc.equals(Vector3fImmutable.ZERO) || this.endLoc.equals(this.bindLoc) || distance < 1)
return false;
if (this.takeOffTime != 0)

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