2017-08-02 23:06:11 +01:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class DeathState : State
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{
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DateTime despawnTime;
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public DeathState(Character owner, DateTime tick, uint timeToFadeOut)
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: base(owner, null)
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{
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
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canInterrupt = false;
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startTime = tick;
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despawnTime = startTime.AddSeconds(timeToFadeOut);
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}
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public override bool Update(DateTime tick)
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{
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// todo: handle raise etc
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if (tick >= despawnTime)
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{
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if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
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{
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2017-08-23 19:31:03 +01:00
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// todo: mark for zoning and remove after main loop
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2017-08-25 03:52:43 +01:00
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owner.Spawn(Program.Tick);
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2017-08-23 19:31:03 +01:00
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//Server.GetWorldManager().DoZoneChange(((Player)owner), 244, null, 0, 15, -160.048f, 0, -165.737f, 0.0f);
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2017-08-02 23:06:11 +01:00
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}
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else
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{
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
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// todo: fadeout animation and crap
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//owner.zone.DespawnActor(owner);
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}
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return true;
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}
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return false;
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}
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}
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}
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