forked from MagicBane/Server
added = to range checks and converted speed to float
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@@ -168,12 +168,12 @@ public enum CombatManager {
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switch (target.getObjectType()) {
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case PlayerCharacter:
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attackRange += ((PlayerCharacter) target).getCharacterHeight() * 0.5f;
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if (distanceSquared < attackRange * attackRange)
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if (distanceSquared <= attackRange * attackRange)
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inRange = true;
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break;
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case Mob:
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attackRange += ((AbstractCharacter) target).calcHitBox();
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if (distanceSquared < attackRange * attackRange)
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if (distanceSquared <= attackRange * attackRange)
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inRange = true;
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break;
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case Building:
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@@ -201,7 +201,7 @@ public enum CombatManager {
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if (weapon != null) {
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int wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
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float wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
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if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
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wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None));
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@@ -212,7 +212,7 @@ public enum CombatManager {
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if (wepSpeed < 10)
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wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
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delay = wepSpeed * 100L;
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delay = (long)wepSpeed * 100L;
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}
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
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