forked from MagicBane/Server
character should now play swing animation everytime he tried to swing regardless of early exits
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@@ -348,6 +348,9 @@ public enum CombatManager {
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if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
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if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
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DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
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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));
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DispatchManager.sendToAllInRange(target, cmm);
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//set auto attack job
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//set auto attack job
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setAutoAttackJob(attacker, slot, delay);
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setAutoAttackJob(attacker, slot, delay);
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return;
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return;
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@@ -430,6 +433,9 @@ public enum CombatManager {
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if (resists.immuneTo(damageType)) {
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if (resists.immuneTo(damageType)) {
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//set auto attack job
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//set auto attack job
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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));
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DispatchManager.sendToAllInRange(target, cmm);
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setAutoAttackJob(attacker, slot, delay);
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setAutoAttackJob(attacker, slot, delay);
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return;
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return;
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}
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}
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