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character should now play swing animation everytime he tried to swing regardless of early exits

postwipe-mines
FatBoy-DOTC 6 months ago
parent
commit
722fd14be5
  1. 6
      src/engine/gameManager/CombatManager.java

6
src/engine/gameManager/CombatManager.java

@ -348,6 +348,9 @@ public enum CombatManager {
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
//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 //set auto attack job
setAutoAttackJob(attacker, slot, delay); setAutoAttackJob(attacker, slot, delay);
return; return;
@ -430,6 +433,9 @@ public enum CombatManager {
if (resists.immuneTo(damageType)) { if (resists.immuneTo(damageType)) {
//set auto attack job //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); setAutoAttackJob(attacker, slot, delay);
return; return;
} }

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