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@ -26,6 +26,7 @@ import engine.job.JobScheduler; |
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import engine.jobs.DeferredPowerJob; |
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import engine.jobs.DeferredPowerJob; |
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import engine.jobs.FinishSpireEffectJob; |
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import engine.jobs.FinishSpireEffectJob; |
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import engine.jobs.NoTimeJob; |
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import engine.jobs.NoTimeJob; |
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import engine.jobs.RefreshGroupJob; |
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import engine.math.Bounds; |
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import engine.math.Bounds; |
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import engine.math.FastMath; |
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import engine.math.FastMath; |
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import engine.math.Vector3fImmutable; |
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import engine.math.Vector3fImmutable; |
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@ -4809,15 +4810,61 @@ public class PlayerCharacter extends AbstractCharacter { |
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return false; |
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return false; |
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} |
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} |
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private static void forceRespawn(PlayerCharacter sourcePlayer) throws MsgSendException { |
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if (sourcePlayer == null) |
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return; |
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if (sourcePlayer.isAlive()) { |
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Logger.error("Player " + sourcePlayer.getObjectUUID() + " respawning while alive"); |
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return; |
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} |
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// ResetAfterDeath player
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sourcePlayer.respawnLock.writeLock().lock(); |
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try { |
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sourcePlayer.respawn(true, false, true); |
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} catch (Exception e) { |
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Logger.error(e); |
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} finally { |
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sourcePlayer.respawnLock.writeLock().unlock(); |
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} |
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RespawnMsg msg = new RespawnMsg(); |
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// Echo ResetAfterDeath message back
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msg.setPlayerHealth(sourcePlayer.getHealth()); |
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// TODO calculate any experience loss before this point
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msg.setPlayerExp(sourcePlayer.getExp() + sourcePlayer.getOverFlowEXP()); |
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Dispatch dispatch = Dispatch.borrow(sourcePlayer, msg); |
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY); |
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MoveToPointMsg moveMsg = new MoveToPointMsg(); |
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moveMsg.setPlayer(sourcePlayer); |
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moveMsg.setStartCoord(sourcePlayer.getLoc()); |
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moveMsg.setEndCoord(sourcePlayer.getLoc()); |
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moveMsg.setInBuilding(-1); |
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moveMsg.setUnknown01(-1); |
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dispatch = Dispatch.borrow(sourcePlayer, moveMsg); |
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY); |
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MovementManager.sendRWSSMsg(sourcePlayer); |
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// refresh the whole group with what just happened
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JobScheduler.getInstance().scheduleJob(new RefreshGroupJob(sourcePlayer), MBServerStatics.LOAD_OBJECT_DELAY); |
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} |
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@Override |
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@Override |
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public void update() { |
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public void update() { |
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if (this.updateLock.writeLock().tryLock()) { |
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if (this.updateLock.writeLock().tryLock()) { |
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try { |
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try { |
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if (!this.isAlive()) |
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if (!this.isAlive()) { |
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if((System.currentTimeMillis() - this.timestamps.get("DeathTime")) > 600000) |
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forceRespawn(this); |
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return; |
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return; |
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} |
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updateLocation(); |
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updateLocation(); |
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updateMovementState(); |
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updateMovementState(); |
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updateRegen(); |
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updateRegen(); |
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