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Maintarget logic improved in AOE packet generation
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1 changed files with 5 additions and 1 deletions
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@ -152,7 +152,11 @@ std::shared_ptr< FFXIVPacketBase > ActionResultBuilder::createActionResultPacket
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if( targetCount > 1 || actionData->data().EffectType != Common::CastType::SingleTarget ) // use AoeEffect packets
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if( targetCount > 1 || actionData->data().EffectType != Common::CastType::SingleTarget ) // use AoeEffect packets
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{
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{
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auto actionResult = makeEffectPacket( m_sourceChara->getId(), 0, m_actionId );
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// todo: maintarget logic is lackluster. There needs to be some criteria for when a main target is required.
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uint32_t mainTarget = Common::INVALID_GAME_OBJECT_ID;
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if( !targetList.empty() )
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mainTarget = targetList[ 0 ]->getId();
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auto actionResult = makeEffectPacket( m_sourceChara->getId(), mainTarget, m_actionId );
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actionResult->setRotation( Common::Util::floatToUInt16Rot( m_sourceChara->getRot() ) );
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actionResult->setRotation( Common::Util::floatToUInt16Rot( m_sourceChara->getRot() ) );
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actionResult->setRequestId( m_requestId );
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actionResult->setRequestId( m_requestId );
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actionResult->setResultId( m_resultId );
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actionResult->setResultId( m_resultId );
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