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fix sitting animating incorrectly for other clients, fixes #329

This commit is contained in:
NotAdam 2018-07-12 20:55:46 +10:00
parent 0305777e38
commit a1ec09db72
2 changed files with 2 additions and 3 deletions

View file

@ -18,7 +18,6 @@ namespace Core {
enum ActorControlType : uint16_t
{
ToggleWeapon = 0x00,
ToggleAutoAttack = 0x01,
SetStatus = 0x02,
CastStart = 0x03,
ToggleAggro = 0x04,

View file

@ -150,6 +150,8 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::FFXIVAR
if( !emoteData )
return;
player.emote( emoteId, targetId, isSilent );
bool isPersistent = emoteData->emoteMode != 0;
if( isPersistent )
@ -164,8 +166,6 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::FFXIVAR
static_cast< uint8_t >( Entity::Chara::ActorStatus::EmoteMode ), emoteData->hasCancelEmote ? 1 : 0 ), true );
}
player.emote( emoteId, targetId, isSilent );
if( emoteData->drawsWeapon )
{
player.setStance( Entity::Chara::Stance::Active );