|
|
|
@ -144,6 +144,8 @@ void Cell::readAnimPlay(ActorList& actorList)
|
|
|
|
|
|
|
|
|
|
void Cell::readStatsDynamic(ActorList& actorList)
|
|
|
|
|
{
|
|
|
|
|
initializeDedicatedActors(actorList);
|
|
|
|
|
|
|
|
|
|
BaseActor baseActor;
|
|
|
|
|
|
|
|
|
|
for (unsigned int i = 0; i < actorList.count; i++)
|
|
|
|
@ -155,7 +157,18 @@ void Cell::readStatsDynamic(ActorList& actorList)
|
|
|
|
|
{
|
|
|
|
|
DedicatedActor *actor = dedicatedActors[mapIndex];
|
|
|
|
|
actor->creatureStats = baseActor.creatureStats;
|
|
|
|
|
actor->hasStatsDynamicData = true;
|
|
|
|
|
|
|
|
|
|
if (!actor->hasStatsDynamicData)
|
|
|
|
|
{
|
|
|
|
|
actor->hasStatsDynamicData = true;
|
|
|
|
|
|
|
|
|
|
// If this is our first packet about this actor's dynamic stats, force an update
|
|
|
|
|
// now instead of waiting for its frame
|
|
|
|
|
//
|
|
|
|
|
// That way, if this actor is about to become a LocalActor, initial data about it
|
|
|
|
|
// received from the server still gets set
|
|
|
|
|
actor->setStatsDynamic();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|