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swing animation for miss

combat-2
FatBoy-DOTC 6 months ago
parent
commit
0f9500a0d7
  1. 14
      src/engine/gameManager/CombatManager.java

14
src/engine/gameManager/CombatManager.java

@ -289,8 +289,12 @@ public enum CombatManager { @@ -289,8 +289,12 @@ public enum CombatManager {
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
//else
// DispatchManager.sendToAllInRange(attacker, msg);
else
DispatchManager.sendToAllInRange(attacker, msg);
//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);
//set auto attack job
setAutoAttackJob(attacker, slot, delay);
@ -327,8 +331,6 @@ public enum CombatManager { @@ -327,8 +331,6 @@ public enum CombatManager {
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
else
DispatchManager.sendToAllInRange(attacker, msg);
//set auto attack job
setAutoAttackJob(attacker, slot, delay);
@ -434,9 +436,9 @@ public enum CombatManager { @@ -434,9 +436,9 @@ public enum CombatManager {
if (attacker.charItemManager.getEquipped().get(slot) != null) {
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower();
attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, weaponPower, slot);
attackAnim = getSwingAnimation(weapon.template, weaponPower, slot);
} else {
attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot);
attackAnim = getSwingAnimation(weapon.template, null, slot);
}
}
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);

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