forked from MagicBane/Server
Move to point message variable naming and handler cleanup
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@@ -116,8 +116,8 @@ public enum MovementManager {
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// if inside a building, convert both locations from the building local reference frame to the world reference frame
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if (msg.getTargetID() > 0) {
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Building building = BuildingManager.getBuildingFromCache(msg.getTargetID());
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if (msg.getInBuildingUUID() > 0) {
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Building building = BuildingManager.getBuildingFromCache(msg.getInBuildingUUID());
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if (building != null) {
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Vector3fImmutable convertLocEnd = new Vector3fImmutable(ZoneManager.convertLocalToWorld(building, endLocation));
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@@ -128,8 +128,8 @@ public enum MovementManager {
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// }
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// else {
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toMove.setInBuilding(msg.getInBuilding());
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toMove.setInFloorID(msg.getUnknown01());
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toMove.setInBuildingID(msg.getTargetID());
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toMove.setInFloorID(msg.getInBuildingFloor());
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toMove.setInBuildingID(msg.getInBuildingUUID());
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msg.setStartCoord(ZoneManager.convertWorldToLocal(building, toMove.getLoc()));
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if (toMove.getObjectType() == GameObjectType.PlayerCharacter) {
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@@ -174,9 +174,9 @@ public enum MovementManager {
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msg.setStartCoord(ZoneManager.convertWorldToLocal(Regions.GetBuildingForRegion(toMove.region), toMove.getLoc()));
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msg.setEndCoord(ZoneManager.convertWorldToLocal(regionBuilding, endLocation));
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msg.setInBuilding(toMove.region.level);
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msg.setUnknown01(toMove.region.room);
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msg.setTargetType(GameObjectType.Building.ordinal());
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msg.setTargetID(regionBuilding.getObjectUUID());
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msg.setInBuildingFloor(toMove.region.room);
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msg.setStartLocType(GameObjectType.Building.ordinal());
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msg.setInBuildingUUID(regionBuilding.getObjectUUID());
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}
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} else {
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@@ -185,8 +185,8 @@ public enum MovementManager {
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toMove.setInBuilding(-1);
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msg.setStartCoord(toMove.getLoc());
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msg.setEndCoord(endLocation);
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msg.setTargetType(0);
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msg.setTargetID(0);
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msg.setStartLocType(0);
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msg.setInBuildingUUID(0);
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}
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//checks sync between character and server, if out of sync, teleport player to original position and return.
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@@ -233,7 +233,7 @@ public enum MovementManager {
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toMove.cancelOnMove();
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//cancel any attacks for manual move.
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if ((toMove.getObjectType() == GameObjectType.PlayerCharacter) && msg.getUnknown02() == 0)
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if ((toMove.getObjectType() == GameObjectType.PlayerCharacter) && msg.getInitiatedFromAttack() == 0)
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toMove.setCombatTarget(null);
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