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fix sitting animating incorrectly for other clients, fixes #329
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parent
0305777e38
commit
a1ec09db72
2 changed files with 2 additions and 3 deletions
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@ -18,7 +18,6 @@ namespace Core {
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enum ActorControlType : uint16_t
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enum ActorControlType : uint16_t
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{
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{
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ToggleWeapon = 0x00,
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ToggleWeapon = 0x00,
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ToggleAutoAttack = 0x01,
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SetStatus = 0x02,
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SetStatus = 0x02,
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CastStart = 0x03,
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CastStart = 0x03,
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ToggleAggro = 0x04,
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ToggleAggro = 0x04,
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@ -150,6 +150,8 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::FFXIVAR
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if( !emoteData )
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if( !emoteData )
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return;
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return;
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player.emote( emoteId, targetId, isSilent );
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bool isPersistent = emoteData->emoteMode != 0;
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bool isPersistent = emoteData->emoteMode != 0;
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if( isPersistent )
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if( isPersistent )
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@ -164,8 +166,6 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::FFXIVAR
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static_cast< uint8_t >( Entity::Chara::ActorStatus::EmoteMode ), emoteData->hasCancelEmote ? 1 : 0 ), true );
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static_cast< uint8_t >( Entity::Chara::ActorStatus::EmoteMode ), emoteData->hasCancelEmote ? 1 : 0 ), true );
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}
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}
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player.emote( emoteId, targetId, isSilent );
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if( emoteData->drawsWeapon )
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if( emoteData->drawsWeapon )
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{
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{
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player.setStance( Entity::Chara::Stance::Active );
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player.setStance( Entity::Chara::Stance::Active );
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