From 722fd14be502077b28866789d66d5f280d6d2d01 Mon Sep 17 00:00:00 2001 From: FatBoy-DOTC 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; }