From 722fd14be502077b28866789d66d5f280d6d2d01 Mon Sep 17 00:00:00 2001
From: FatBoy-DOTC <justin.chucksinsulating@gmail.com>
Date: Fri, 31 May 2024 18:29:59 -0500
Subject: [PATCH] character should now play swing animation everytime he tried
 to swing regardless of early exits

---
 src/engine/gameManager/CombatManager.java | 6 ++++++
 1 file changed, 6 insertions(+)

diff --git a/src/engine/gameManager/CombatManager.java b/src/engine/gameManager/CombatManager.java
index 66d511fa..15f6173a 100644
--- a/src/engine/gameManager/CombatManager.java
+++ b/src/engine/gameManager/CombatManager.java
@@ -348,6 +348,9 @@ public enum CombatManager {
                     if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
                         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
                     setAutoAttackJob(attacker, slot, delay);
                     return;
@@ -430,6 +433,9 @@ public enum CombatManager {
 
                     if (resists.immuneTo(damageType)) {
                         //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);
                         return;
                     }