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minor fixes for multi-player

This commit is contained in:
collett 2020-11-16 22:55:22 +09:00
parent d469227a12
commit 883eb72227
3 changed files with 6 additions and 4 deletions

View file

@ -2550,7 +2550,7 @@ void Sapphire::Entity::Player::gaugeWarSetIb( uint8_t value )
{
pPacket->data().id = 7;
}
queuePacket( pPacket );
sendToInRangeSet( pPacket, true );
}
m_gauge.war.beastGauge = value;
if( oldValue != value )
@ -2648,7 +2648,7 @@ void Sapphire::Entity::Player::gaugeDrkSetDarkSideTimer( uint16_t value, bool se
{
pPacket->data().id = 22;
}
queuePacket( pPacket );
sendToInRangeSet( pPacket, true );
}
if( sendPacket )
sendActorGauge();

View file

@ -377,7 +377,7 @@ void Sapphire::World::Manager::DebugCommandMgr::set( char* data, Entity::Player&
sscanf( params.c_str(), "%d", &id );
auto pPacket = makeZonePacket< FFXIVIpcCharaVisualEffect >( player.getId() );
pPacket->data().id = id;
player.queuePacket( pPacket );
player.sendToInRangeSet( pPacket, true );
}
else
{

View file

@ -109,7 +109,9 @@ void Sapphire::Network::GameConnection::clientTriggerHandler( const Packets::FFX
else
player.setAutoattack( false );
player.sendToInRangeSet( makeActorControl( player.getId(), 1, param11, 1 ) );
// the client seems to ignore source actor of this packet and always set auto-attack on itself. causing everyone on screen take their weapons out
player.queuePacket( makeActorControl( player.getId(), 1, param11, 1 ) );
//player.sendToInRangeSet( makeActorControl( player.getId(), 1, param11, 1 ) );
break;
}