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minor fixes for multi-player
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parent
d469227a12
commit
883eb72227
3 changed files with 6 additions and 4 deletions
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@ -2550,7 +2550,7 @@ void Sapphire::Entity::Player::gaugeWarSetIb( uint8_t value )
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{
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pPacket->data().id = 7;
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}
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queuePacket( pPacket );
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sendToInRangeSet( pPacket, true );
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}
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m_gauge.war.beastGauge = value;
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if( oldValue != value )
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@ -2648,7 +2648,7 @@ void Sapphire::Entity::Player::gaugeDrkSetDarkSideTimer( uint16_t value, bool se
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{
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pPacket->data().id = 22;
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}
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queuePacket( pPacket );
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sendToInRangeSet( pPacket, true );
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}
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if( sendPacket )
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sendActorGauge();
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@ -377,7 +377,7 @@ void Sapphire::World::Manager::DebugCommandMgr::set( char* data, Entity::Player&
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sscanf( params.c_str(), "%d", &id );
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auto pPacket = makeZonePacket< FFXIVIpcCharaVisualEffect >( player.getId() );
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pPacket->data().id = id;
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player.queuePacket( pPacket );
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player.sendToInRangeSet( pPacket, true );
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}
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else
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{
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@ -109,7 +109,9 @@ void Sapphire::Network::GameConnection::clientTriggerHandler( const Packets::FFX
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else
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player.setAutoattack( false );
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player.sendToInRangeSet( makeActorControl( player.getId(), 1, param11, 1 ) );
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// 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
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player.queuePacket( makeActorControl( player.getId(), 1, param11, 1 ) );
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//player.sendToInRangeSet( makeActorControl( player.getId(), 1, param11, 1 ) );
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break;
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}
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