multiple fixes to common damage and death
common damage from attack.cpp
Changes: Moved death and other checks to the bottom to allow proper damage message generation in the case of the damage still killing the mob. Made hits that dealt no damage to not interrupt spells. Code:
got knocked down to 2nd post due to length Code:
struct Death_Struct Code:
void NPC::Death(Mob* other, sint32 damage, int16 spell, SkillType attack_skill) { Code:
void Client::Death(Mob* other, sint32 damage, int16 spell, SkillType attack_skill) |
Code:
void Mob::CommonDamage(Mob* attacker, sint32 &damage, const int16 spell_id, const SkillType skill_used, bool &avoidable, const sint8 buffslot, const bool iBuffTic) { |
and the rest
Code:
//send damage packet... |
REALLY NEED THIS LOOKED AT --
Not sure if only the eq_packet_structs and Titanium struct are the only needing the values swapped, problem only verified on titanium client. |
Damn 5 minute edit timer....
anyways, since my explanation was rather bad, the death struct changes fix the "you crush mobname for # damage" no matter how you killed it messages, that was even displaying from spells. now no damage message is displayed by client when mob dies, so calling death routine will kill a mob with only the X was slain by X message, so no more "mobname tries to punch itself but misses" on #kill for example either. |
Very nice :) That has annoyed me for quite some time.
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Was there any chance of this getting committed?
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Yeah I had it ready to be committed but lost my system so it sorta got set back, I'll get it done sooner or later >< sorry.
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Doh! Was wondering where you'd been, hehe. Sorry to hear it, hope you were able to get up and running again without too much trouble.
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Alright poking back in, if this hasn't been put in yet I hope to have it or something similar in in a few days now that I can compile.
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