character should now play swing animation everytime he tried to swing regardless of early exits

This commit is contained in:
2024-05-31 18:29:59 -05:00
parent 12e73d59c7
commit 722fd14be5
@@ -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;
}