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raise anim on death return warp;

This commit is contained in:
Alice Ogeda 2023-02-10 15:21:48 -03:00
parent b049c0aa1c
commit 38c176c4b6
2 changed files with 5 additions and 3 deletions

View file

@ -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 we've hit the breakpoint in fall damage (min: 10y)
if( fallHeight >= 10.f ) 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 ); float deltaMax = std::min( fallHeight, 30.f );
// get hp percentage starting from 0.1, increasing to 100% at max height // get hp percentage starting from 0.1, increasing to 100% at max height

View file

@ -87,6 +87,8 @@ void WarpMgr::finishWarp( Entity::Player& player )
if( it != m_entityIdToWarpInfoMap.end() ) if( it != m_entityIdToWarpInfoMap.end() )
warpType = it->second.m_warpType; warpType = it->second.m_warpType;
uint32_t vfxType = 0; // seems to only be used for raise animation?
switch( warpType ) switch( warpType )
{ {
case WarpType::WARP_TYPE_REISE: case WarpType::WARP_TYPE_REISE:
@ -97,13 +99,13 @@ void WarpMgr::finishWarp( Entity::Player& player )
player.resetHp(); player.resetHp();
player.resetMp(); player.resetMp();
player.setStatus( Common::ActorStatus::Idle ); 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 ) ); auto setStatusPacket = makeActorControl( player.getId(), SetStatus, static_cast< uint8_t >( Common::ActorStatus::Idle ) );
player.setZoningType( Common::ZoningType::None ); player.setZoningType( Common::ZoningType::None );
if( !player.getGmInvis() ) if( !player.getGmInvis() )