forked from MagicBane/Server
perpetual movement machine fixed
This commit is contained in:
@@ -432,7 +432,10 @@ public enum CombatManager {
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//Source can attack.
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//Source can attack.
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//NOTE Don't 'return;' beyond this point until timer created
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//NOTE Don't 'return;' beyond this point until timer created
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if(abstractCharacter.getObjectType().equals(GameObjectType.PlayerCharacter)){
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PlayerCharacter pc = (PlayerCharacter)abstractCharacter;
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pc.updateMovementState();
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}
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boolean attackFailure = (wb != null) && (wb.getRange() > 35f) && abstractCharacter.isMoving();
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boolean attackFailure = (wb != null) && (wb.getRange() > 35f) && abstractCharacter.isMoving();
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//Target can't attack on move with ranged weapons.
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//Target can't attack on move with ranged weapons.
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@@ -24,6 +24,7 @@ import engine.jobs.TrackJob;
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import engine.math.AtomicFloat;
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import engine.math.AtomicFloat;
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import engine.math.Bounds;
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import engine.math.Bounds;
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import engine.math.Vector3fImmutable;
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import engine.math.Vector3fImmutable;
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import engine.mobileAI.utilities.CombatUtilities;
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import engine.net.ByteBufferWriter;
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import engine.net.ByteBufferWriter;
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import engine.net.DispatchMessage;
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import engine.net.DispatchMessage;
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import engine.net.client.msg.UpdateStateMsg;
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import engine.net.client.msg.UpdateStateMsg;
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@@ -819,7 +820,8 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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//TODO who the fuck wrote changeHeightJob. FIX THIS.
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//TODO who the fuck wrote changeHeightJob. FIX THIS.
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if (this.endLoc.equals(Vector3fImmutable.ZERO) || this.endLoc.equals(this.bindLoc))
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float distance = this.loc.distance2D(this.endLoc);
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if (this.endLoc.equals(Vector3fImmutable.ZERO) || this.endLoc.equals(this.bindLoc) || distance < 1)
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return false;
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return false;
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if (this.takeOffTime != 0)
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if (this.takeOffTime != 0)
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