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#329 Fixed relogging while persistent emote is on ( restting state to idle )
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2 changed files with 5 additions and 0 deletions
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@ -125,6 +125,10 @@ bool Core::Entity::Player::load( uint32_t charId, SessionPtr pSession )
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m_birthDay = res->getUInt8( "BirthDay" );
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m_birthDay = res->getUInt8( "BirthDay" );
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m_birthMonth = res->getUInt8( "BirthMonth" );
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m_birthMonth = res->getUInt8( "BirthMonth" );
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m_status = static_cast< ActorStatus >( res->getUInt( "Status" ) );
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m_status = static_cast< ActorStatus >( res->getUInt( "Status" ) );
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if( m_status == Entity::Chara::ActorStatus::EmoteMode )
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m_status = Entity::Chara::ActorStatus::Idle;
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m_class = static_cast< ClassJob >( res->getUInt( "Class" ) );
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m_class = static_cast< ClassJob >( res->getUInt( "Class" ) );
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m_homePoint = res->getUInt8( "Homepoint" );
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m_homePoint = res->getUInt8( "Homepoint" );
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@ -175,6 +175,7 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::FFXIVAR
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{
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{
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player.setPersistentEmote( 0 );
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player.setPersistentEmote( 0 );
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player.emoteInterrupt();
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player.emoteInterrupt();
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player.setStatus( Entity::Chara::ActorStatus::Idle );
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auto pSetStatusPacket = boost::make_shared< ActorControlPacket142 >( player.getId(),
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auto pSetStatusPacket = boost::make_shared< ActorControlPacket142 >( player.getId(),
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SetStatus,
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SetStatus,
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static_cast< uint8_t >( Entity::Chara::ActorStatus::Idle ) );
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static_cast< uint8_t >( Entity::Chara::ActorStatus::Idle ) );
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