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fix caster sequence.

This commit is contained in:
collett 2020-01-05 08:16:33 +09:00
parent 721d3b40dd
commit 4e4ecba9d5
2 changed files with 2 additions and 2 deletions

View file

@ -589,7 +589,7 @@ namespace Sapphire::Network::Packets::Server
float animationLockTime; // maybe? doesn't seem to do anything
uint32_t someTargetId; // always 00 00 00 E0, 0x0E000000 is the internal def for INVALID TARGET ID
uint16_t hiddenAnimation; // if 0, always shows animation, otherwise hides it. counts up by 1 for each animation skipped on a caster
uint16_t sourceSequence; // if 0, always shows animation, otherwise hides it. counts up by 1 for each animation skipped on a caster
uint16_t rotation;
uint16_t actionAnimationId; // the animation that is played by the casting character
uint8_t variation; // variation in the animation

View file

@ -180,7 +180,7 @@ void EffectBuilder::buildAndSendPackets()
pHeader->rotation = Common::Util::floatToUInt16Rot( m_sourceChara->getRot() );
pHeader->effectDisplayType = Common::ActionEffectDisplayType::ShowActionName;
pHeader->effectCount = static_cast< uint8_t >( targetCount );
pHeader->hiddenAnimation = 1;
pHeader->sourceSequence = m_sequence;
pHeader->globalEffectCounter = m_sourceChara->getCurrentTerritory()->getNextEffectSequence();
uint8_t targetIndex = 0;