Fixed magic attacks running up to NPCs and Players (#642)

* Fixed magic attacks running up to NPCs

* Fixed player running up to players when casting magic

* Updated comment
This commit is contained in:
ipkpjersi
2024-09-20 20:39:27 -04:00
committed by GitHub
parent cad090d8fe
commit 86e7b93b3b
@@ -410,6 +410,9 @@ public class CombatAssistant {
|| !player.goodDistance(player.getX(), player.getY(), NpcHandler.npcs[i].getX(), NpcHandler.npcs[i].getY(), 7) && (player.usingBow || player.usingMagic)) { || !player.goodDistance(player.getX(), player.getY(), NpcHandler.npcs[i].getX(), NpcHandler.npcs[i].getY(), 7) && (player.usingBow || player.usingMagic)) {
return; return;
} else { } else {
if (player.usingMagic || player.usingBow || player.usingRangeWeapon) {
player.followId2 = 0;
}
player.stopMovement(); player.stopMovement();
} }
} }
@@ -443,6 +446,9 @@ public class CombatAssistant {
|| !player.goodDistance(player.getX(), player.getY(), PlayerHandler.players[i].getX(), PlayerHandler.players[i].getY(), 10) && (player.usingBow || player.usingMagic)) { || !player.goodDistance(player.getX(), player.getY(), PlayerHandler.players[i].getX(), PlayerHandler.players[i].getY(), 10) && (player.usingBow || player.usingMagic)) {
return; return;
} else { } else {
if (player.usingMagic || player.usingBow || player.usingRangeWeapon) {
player.followId = 0;
}
player.stopMovement(); player.stopMovement();
} }
} }
@@ -566,6 +572,9 @@ public class CombatAssistant {
|| !player.goodDistance(player.getX(), player.getY(), NpcHandler.npcs[i].getX(), NpcHandler.npcs[i].getY(), 8) && (player.usingBow || player.usingMagic)) { || !player.goodDistance(player.getX(), player.getY(), NpcHandler.npcs[i].getX(), NpcHandler.npcs[i].getY(), 8) && (player.usingBow || player.usingMagic)) {
return; return;
} else { } else {
if (player.usingMagic || player.usingBow || player.usingRangeWeapon) {
player.followId2 = 0;
}
player.stopMovement(); player.stopMovement();
} }
@@ -865,6 +874,10 @@ public class CombatAssistant {
resetPlayerAttack(); resetPlayerAttack();
} }
return; return;
} else {
if (player.usingMagic || player.usingBow || player.usingRangeWeapon) {
player.followId = 0;
}
} }
if (!usingCross if (!usingCross
@@ -1040,7 +1053,8 @@ public class CombatAssistant {
MagicSpells.getStartDelay(player)); MagicSpells.getStartDelay(player));
} }
if (player.autocastId > 0) { if (player.autocastId > 0) {
player.followId = player.playerIndex; //We don't need to set the followId if they are already autocasting, setting followId here makes a manual cast (when autocast is set) run up to the player.
//player.followId = player.playerIndex;
player.followDistance = 5; player.followDistance = 5;
} }
player.hitDelay = getHitDelay(); player.hitDelay = getHitDelay();