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https://github.com/DarkflameUniverse/DarkflameServer
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Fix dragon stuns (#915)
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d052ed6a63
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@ -63,10 +63,11 @@ void AmDarklingDragon::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t
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if (skillComponent != nullptr) {
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skillComponent->Interrupt();
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skillComponent->Reset();
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}
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self->SetVar<int32_t>(u"weakpoint", 2);
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GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_NONE, eAnimationFlags::IDLE_COMBAT, UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendPlayAnimation(self, u"stunstart", 1.7f);
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self->AddTimer("timeToStunLoop", 1);
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@ -131,7 +132,9 @@ void AmDarklingDragon::OnTimerDone(Entity* self, std::string timerName) {
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}
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if (skillComponent != nullptr) {
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skillComponent->Interrupt();
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skillComponent->Reset();
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}
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GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_COMBAT, eAnimationFlags::IDLE_NONE, UNASSIGNED_SYSTEM_ADDRESS);
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self->SetVar<int32_t>(u"weakspot", -1);
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GameMessages::SendNotifyObject(self->GetObjectID(), self->GetObjectID(), u"DragonRevive", UNASSIGNED_SYSTEM_ADDRESS);
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}
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@ -59,8 +59,6 @@ void FvMaelstromDragon::OnHitOrHealResult(Entity* self, Entity* attacker, int32_
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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Game::logger->Log("FvMaelstromDragon", "Hit %i", destroyableComponent->GetArmor());
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if (destroyableComponent->GetArmor() > 0) return;
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auto weakpoint = self->GetVar<int32_t>(u"weakpoint");
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@ -80,10 +78,12 @@ void FvMaelstromDragon::OnHitOrHealResult(Entity* self, Entity* attacker, int32_
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if (skillComponent != nullptr) {
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skillComponent->Interrupt();
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skillComponent->Reset();
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}
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self->SetVar<int32_t>(u"weakpoint", 2);
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GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_NONE, eAnimationFlags::IDLE_COMBAT, UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendPlayAnimation(self, u"stunstart", 1.7f);
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self->AddTimer("timeToStunLoop", 1);
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@ -150,8 +150,9 @@ void FvMaelstromDragon::OnTimerDone(Entity* self, std::string timerName) {
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if (skillComponent != nullptr) {
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skillComponent->Interrupt();
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skillComponent->Reset();
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}
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GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_COMBAT, eAnimationFlags::IDLE_NONE, UNASSIGNED_SYSTEM_ADDRESS);
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self->SetVar<int32_t>(u"weakspot", -1);
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GameMessages::SendNotifyObject(self->GetObjectID(), self->GetObjectID(), u"DragonRevive", UNASSIGNED_SYSTEM_ADDRESS);
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