[Client] Fix spell casting probability synchronization

0.6.1
David Cernat 8 years ago
parent 721b218cc2
commit 77ce05b7d6

@ -917,14 +917,8 @@ namespace MWMechanics
/*
Start of tes3mp change (major)
Instead of checking whether the caster is a player or an NPC,
first check whether it's the LocalPlayer or a DedicatedPlayer and calculate
calculate the success chance in clients' LocalPlayer::prepareAttack()
TODO: Make this make sense for NPCs too
TODO: See if LocalPlayer being the target and having godmode on
can be accounted for like it is in OpenMW's corresponding code
Make spell casting fail based on the attack success rated determined
in LocalPlayer and LocalActor's updateAttack()
*/
mwmp::Attack *localAttack = NULL;
mwmp::Attack *dedicatedAttack = MechanicsHelper::getDedicatedAttack(mCaster);
@ -944,19 +938,9 @@ namespace MWMechanics
}
fail = true;
}
else if (!(mCaster == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState()))
/*
End of tes3mp change (major)
*/
{
float successChance = getSpellSuccessChance(spell, mCaster);
if (Misc::Rng::roll0to99() >= successChance)
{
if (mCaster == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}");
fail = true;
}
}
if (fail)
{

@ -241,6 +241,8 @@ void LocalActor::updateAttack()
{
MWMechanics::CreatureStats &attackerStats = ptr.getClass().getCreatureStats(ptr);
attack.spellId = attackerStats.getSpells().getSelectedSpell();
if (attack.pressed)
attack.success = MechanicsHelper::getSpellSuccess(attack.spellId, ptr);
}

@ -525,6 +525,8 @@ void LocalPlayer::updateAttack()
if (attack.type == Attack::MAGIC)
{
attack.spellId = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
if (attack.pressed)
attack.success = MechanicsHelper::getSpellSuccess(attack.spellId, getPlayerPtr());
}

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