@ -172,7 +172,7 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -172,7 +172,7 @@ public class PlayerCharacter extends AbstractCharacter {
privateintspamCount=0;
privatebooleaninitialized=false;
privatebooleanenteredWorld=false;
privatebooleancanBreathe=true;
@ -191,7 +191,7 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -191,7 +191,7 @@ public class PlayerCharacter extends AbstractCharacter {
publicdoubletimeLoggedIn=0;
publicbooleanRUN_MAGICTREK=true;
publicintspellsCasted=0;
publicintpingCount=0;
publiclongstartPing=0;
@ -199,14 +199,14 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -199,14 +199,14 @@ public class PlayerCharacter extends AbstractCharacter {
@ -338,11 +338,11 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -338,11 +338,11 @@ public class PlayerCharacter extends AbstractCharacter {
@ -350,7 +350,7 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -350,7 +350,7 @@ public class PlayerCharacter extends AbstractCharacter {
@ -620,19 +620,19 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -620,19 +620,19 @@ public class PlayerCharacter extends AbstractCharacter {
privatevoidkillCleanup(){
this.stopMovement(this.getLoc());
this.health.set(-1);
//remove pet
if(this.pet!=null)
this.dismissPet();
this.dismissNecroPets();
// remove flight job.
this.setTakeOffTime(0);
this.setDesiredAltitude(0);
this.altitude=(float)0;
this.getCharItemManager().closeTradeWindow();
//increment live counter. This is to prevent double kills from casts
@ -653,10 +653,10 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -653,10 +653,10 @@ public class PlayerCharacter extends AbstractCharacter {
// sends a kill message to ensure the Player falls over.
@ -667,7 +667,7 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -667,7 +667,7 @@ public class PlayerCharacter extends AbstractCharacter {
}finally{
this.respawnLock.writeLock().unlock();
}
// TODO damage equipped items
if(this.charItemManager!=null)
this.charItemManager.damageAllGear();
@ -724,16 +724,16 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -724,16 +724,16 @@ public class PlayerCharacter extends AbstractCharacter {
// Recalculate everything
this.recalculatePlayerStats(true);
this.setCombat(false);
// Set Health to 1/4 max
Corpsecorpse=null;
if(makeCorpse){
try{
corpse=Corpse.makeCorpse(this,enterWorld);
@ -742,7 +742,7 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -742,7 +742,7 @@ public class PlayerCharacter extends AbstractCharacter {
}
//if we're not making corpse, just purge inventory. used for characters dead while logged out.
}
if(!setAlive){
if(corpse==null&&makeCorpse){
Logger.error("Corpse not created.");
@ -754,7 +754,7 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -754,7 +754,7 @@ public class PlayerCharacter extends AbstractCharacter {
}
return;
}
this.setHealth((float)(healthMax*.25));
this.isAlive.set(true);
@ -762,7 +762,7 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -762,7 +762,7 @@ public class PlayerCharacter extends AbstractCharacter {
@ -778,11 +778,11 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -778,11 +778,11 @@ public class PlayerCharacter extends AbstractCharacter {
@ -870,19 +870,19 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -870,19 +870,19 @@ public class PlayerCharacter extends AbstractCharacter {
@ -916,14 +916,14 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -916,14 +916,14 @@ public class PlayerCharacter extends AbstractCharacter {
@ -964,7 +964,7 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -964,7 +964,7 @@ public class PlayerCharacter extends AbstractCharacter {
return2;
return1;
}
publicfinalvoidtoggleLFGroup(){
this.lfGroup=!this.lfGroup;
@ -1356,58 +1356,7 @@ public class PlayerCharacter extends AbstractCharacter {
@@ -1356,58 +1356,7 @@ public class PlayerCharacter extends AbstractCharacter {
}
}
}
//insert test run for lowered focus lines with trained spells
booleantester=false;
switch(stat){
caseMBServerStatics.STAT_STR_ID:
tester=refineStr();
break;
caseMBServerStatics.STAT_DEX_ID:
tester=refineDex();
break;
caseMBServerStatics.STAT_CON_ID:
tester=refineCon();
break;
caseMBServerStatics.STAT_INT_ID:
tester=refineInt(null);
break;
caseMBServerStatics.STAT_SPI_ID:
tester=refineSpi();
break;
}
//loop through all skills and all powers to ensure that the refine doesn't yield a power no longer able to be cast