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openmw-tes3mp/apps
David Cernat 06b4a4f97c [Client] Don't tie spellcasting for dedicated players/actors to anim end
When Koncord implemented spellcasting, he made it so only the act of initiating a spellcast was synchronized, leaving it to other clients to actually cast a spell for a dedicated player or actor once their spellcasting animation was over. This had led to a lot of desyncs and has always been inconsistent with the handling of attacks, so I've belatedly gone ahead and prevented the end of a spellcasting animation from having any effect for dedicated players and actors, making them cast a spell when an appropriate Cast packet is received from them instead.

Additionally, the logged messages in MechanicsHelper's handling of attacking and casting have been moved around slightly.
2019-11-28 10:34:34 +02:00
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browser [General] Remove "created by" stamps added by IntelliJ 2019-08-26 12:33:28 +03:00
bsatool
esmtool Fix dead code 2019-11-13 15:29:18 +04:00
essimporter Encode ID's in all places to UTF-8 (bug #3977) 2019-10-10 20:52:32 +04:00
launcher Add OpenMW commits up to 19 Nov 2019 2019-11-19 17:16:48 +02:00
master [General] Remove "created by" stamps added by IntelliJ 2019-08-26 12:33:28 +03:00
mwiniimporter Support eight possible blood types (feature #4958) 2019-04-14 18:48:31 +03:00
niftest Catch possible boost::bad_any_cast exception 2019-03-19 09:11:14 +04:00
opencs Add OpenMW commits up to 19 Nov 2019 2019-11-19 17:16:48 +02:00
openmw [Client] Don't tie spellcasting for dedicated players/actors to anim end 2019-11-28 10:34:34 +02:00
openmw-mp [Server] Fix mixed-up bindings for Chat functions 2019-11-20 21:01:18 +02:00
openmw_test_suite Add tests for settings parser 2019-10-21 22:47:24 +02:00
wizard Replace foreach macro by for-loop 2019-10-20 20:08:16 +02:00
doc.hpp