forked from MagicBane/Server
use of proper animations
This commit is contained in:
@@ -187,19 +187,7 @@ public enum CombatManager {
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}
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}
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DeferredPowerJob dpj = null;
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
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dpj = ((PlayerCharacter) attacker).getWeaponPower();
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if (dpj != null) {
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dpj.attack(target, attackRange);
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if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
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((PlayerCharacter) attacker).setWeaponPower(dpj);
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}
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}
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//check if Out of Stamina
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
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@@ -415,6 +403,21 @@ public enum CombatManager {
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DispatchMessage.sendToAllInRange(target, cmm);
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}
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}
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DeferredPowerJob dpj = null;
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if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
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dpj = ((PlayerCharacter) attacker).getWeaponPower();
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if (dpj != null) {
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dpj.attack(target, attackRange);
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if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
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((PlayerCharacter) attacker).setWeaponPower(dpj);
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}
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}
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//set auto attack job
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setAutoAttackJob(attacker, slot, delay);
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@@ -486,11 +489,16 @@ public enum CombatManager {
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if (token == 563721004) //kick animation
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return 79;
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if (wb != null)
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if (mainHand)
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return wb.weapon_attack_anim_right.get(ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_right.size()))[0];
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else
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return wb.weapon_attack_anim_left.get(ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_left.size()))[0];
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if (wb != null) {
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if (mainHand) {
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int random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_right.size());
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int anim = wb.weapon_attack_anim_right.get(random)[0];
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return anim;
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}else {
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int random = ThreadLocalRandom.current().nextInt(wb.weapon_attack_anim_left.size());
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return wb.weapon_attack_anim_left.get(random)[0];
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}
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}
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}
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if (wb == null)
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