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raise anim on death return warp;
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parent
b049c0aa1c
commit
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2 changed files with 5 additions and 3 deletions
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@ -1797,7 +1797,7 @@ void Player::setFalling( bool state, const Common::FFXIVARR_POSITION3& pos, bool
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// if we've hit the breakpoint in fall damage (min: 10y)
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if( fallHeight >= 10.f )
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{
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// calculate how much damage to deal out (max. 20y : 100%)
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// calculate how much damage to deal out (max. 30y : 100%)
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float deltaMax = std::min( fallHeight, 30.f );
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// get hp percentage starting from 0.1, increasing to 100% at max height
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@ -87,6 +87,8 @@ void WarpMgr::finishWarp( Entity::Player& player )
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if( it != m_entityIdToWarpInfoMap.end() )
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warpType = it->second.m_warpType;
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uint32_t vfxType = 0; // seems to only be used for raise animation?
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switch( warpType )
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{
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case WarpType::WARP_TYPE_REISE:
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@ -97,13 +99,13 @@ void WarpMgr::finishWarp( Entity::Player& player )
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player.resetHp();
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player.resetMp();
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player.setStatus( Common::ActorStatus::Idle );
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vfxType = 1;
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}
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}
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}
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auto zoneInPacket = makeActorControlSelf( player.getId(), Appear, warpType, 0, 0, 0 );
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auto zoneInPacket = makeActorControlSelf( player.getId(), Appear, warpType, vfxType, 0, 0 );
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auto setStatusPacket = makeActorControl( player.getId(), SetStatus, static_cast< uint8_t >( Common::ActorStatus::Idle ) );
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player.setZoningType( Common::ZoningType::None );
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if( !player.getGmInvis() )
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