From 38c176c4b6e3700e95a0c7d32ffd29fefb57d662 Mon Sep 17 00:00:00 2001 From: Alice Ogeda Date: Fri, 10 Feb 2023 15:21:48 -0300 Subject: [PATCH] raise anim on death return warp; --- src/world/Actor/Player.cpp | 2 +- src/world/Manager/WarpMgr.cpp | 6 ++++-- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/src/world/Actor/Player.cpp b/src/world/Actor/Player.cpp index 6d65773b..08e10aed 100644 --- a/src/world/Actor/Player.cpp +++ b/src/world/Actor/Player.cpp @@ -1797,7 +1797,7 @@ void Player::setFalling( bool state, const Common::FFXIVARR_POSITION3& pos, bool // if we've hit the breakpoint in fall damage (min: 10y) if( fallHeight >= 10.f ) { - // calculate how much damage to deal out (max. 20y : 100%) + // calculate how much damage to deal out (max. 30y : 100%) float deltaMax = std::min( fallHeight, 30.f ); // get hp percentage starting from 0.1, increasing to 100% at max height diff --git a/src/world/Manager/WarpMgr.cpp b/src/world/Manager/WarpMgr.cpp index 70976320..3ad81550 100644 --- a/src/world/Manager/WarpMgr.cpp +++ b/src/world/Manager/WarpMgr.cpp @@ -87,6 +87,8 @@ void WarpMgr::finishWarp( Entity::Player& player ) if( it != m_entityIdToWarpInfoMap.end() ) warpType = it->second.m_warpType; + uint32_t vfxType = 0; // seems to only be used for raise animation? + switch( warpType ) { case WarpType::WARP_TYPE_REISE: @@ -97,13 +99,13 @@ void WarpMgr::finishWarp( Entity::Player& player ) player.resetHp(); player.resetMp(); player.setStatus( Common::ActorStatus::Idle ); + vfxType = 1; } } } - auto zoneInPacket = makeActorControlSelf( player.getId(), Appear, warpType, 0, 0, 0 ); + auto zoneInPacket = makeActorControlSelf( player.getId(), Appear, warpType, vfxType, 0, 0 ); auto setStatusPacket = makeActorControl( player.getId(), SetStatus, static_cast< uint8_t >( Common::ActorStatus::Idle ) ); - player.setZoningType( Common::ZoningType::None ); if( !player.getGmInvis() )