[General] Fix ranged attack sync when using last throwing weapon or ammo

fix/skillcap
David Cernat 6 years ago
parent 3f304866fd
commit f100a660d4

@ -320,6 +320,20 @@ void DedicatedPlayer::setEquipment()
if (!Misc::StringUtils::ciEqual(ptrItemId, packetItemId)) // if other item is now equipped if (!Misc::StringUtils::ciEqual(ptrItemId, packetItemId)) // if other item is now equipped
{ {
MWWorld::ContainerStore &store = ptr.getClass().getContainerStore(ptr); MWWorld::ContainerStore &store = ptr.getClass().getContainerStore(ptr);
// Remove the items that are no longer equipped, except for throwing weapons and ranged weapon ammo that
// have just run out but still need to be kept briefly so they can be used in attacks about to be released
bool shouldRemove = true;
if (attack.type == mwmp::Attack::RANGED && packetItemId.empty() && !attack.pressed)
{
if (slot == MWWorld::InventoryStore::Slot_CarriedRight && Misc::StringUtils::ciEqual(ptrItemId, attack.rangedWeaponId))
shouldRemove = false;
else if (slot == MWWorld::InventoryStore::Slot_Ammunition && Misc::StringUtils::ciEqual(ptrItemId, attack.rangedAmmoId))
shouldRemove = false;
}
if (shouldRemove)
store.remove(ptrItemId, store.count(ptrItemId), ptr); store.remove(ptrItemId, store.count(ptrItemId), ptr);
} }
else else

@ -325,7 +325,6 @@ void MechanicsHelper::processAttack(Attack attack, const MWWorld::Ptr& attacker)
{ {
MWMechanics::CastSpell cast(attacker, victim, isRanged); MWMechanics::CastSpell cast(attacker, victim, isRanged);
cast.mHitPosition = attack.hitPosition.asVec3(); cast.mHitPosition = attack.hitPosition.asVec3();
cast.cast(weaponPtr, false); cast.cast(weaponPtr, false);
} }

@ -43,7 +43,11 @@ void PacketActorAttack::Actor(BaseActor &actor, bool send)
RW(actor.attack.isHit, send); RW(actor.attack.isHit, send);
if (actor.attack.type == mwmp::Attack::RANGED) if (actor.attack.type == mwmp::Attack::RANGED)
{
RW(actor.attack.attackStrength, send); RW(actor.attack.attackStrength, send);
RW(actor.attack.rangedWeaponId, send);
RW(actor.attack.rangedAmmoId, send);
}
if (actor.attack.isHit) if (actor.attack.isHit)
{ {
@ -53,11 +57,7 @@ void PacketActorAttack::Actor(BaseActor &actor, bool send)
RW(actor.attack.applyWeaponEnchantment, send); RW(actor.attack.applyWeaponEnchantment, send);
if (actor.attack.type == mwmp::Attack::RANGED) if (actor.attack.type == mwmp::Attack::RANGED)
{
RW(actor.attack.applyAmmoEnchantment, send); RW(actor.attack.applyAmmoEnchantment, send);
RW(actor.attack.rangedWeaponId, send);
RW(actor.attack.rangedAmmoId, send);
}
RW(actor.attack.hitPosition.pos[0], send); RW(actor.attack.hitPosition.pos[0], send);
RW(actor.attack.hitPosition.pos[1], send); RW(actor.attack.hitPosition.pos[1], send);

@ -44,7 +44,11 @@ void PacketPlayerAttack::Packet(RakNet::BitStream *bs, bool send)
RW(player->attack.isHit, send); RW(player->attack.isHit, send);
if (player->attack.type == mwmp::Attack::RANGED) if (player->attack.type == mwmp::Attack::RANGED)
{
RW(player->attack.attackStrength, send); RW(player->attack.attackStrength, send);
RW(player->attack.rangedWeaponId, send);
RW(player->attack.rangedAmmoId, send);
}
if (player->attack.isHit) if (player->attack.isHit)
{ {
@ -54,11 +58,7 @@ void PacketPlayerAttack::Packet(RakNet::BitStream *bs, bool send)
RW(player->attack.applyWeaponEnchantment, send); RW(player->attack.applyWeaponEnchantment, send);
if (player->attack.type == mwmp::Attack::RANGED) if (player->attack.type == mwmp::Attack::RANGED)
{
RW(player->attack.applyAmmoEnchantment, send); RW(player->attack.applyAmmoEnchantment, send);
RW(player->attack.rangedWeaponId, send);
RW(player->attack.rangedAmmoId, send);
}
RW(player->attack.hitPosition.pos[0], send); RW(player->attack.hitPosition.pos[0], send);
RW(player->attack.hitPosition.pos[1], send); RW(player->attack.hitPosition.pos[1], send);

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