Projectile clipping, PassDoor fix (#176)

* Numbered packet sizes.
Corrected sound packet length to 6 from 5.
Corrected sound packet in server.
Teleport sound now plays correctly.
Corrected modern teleport animation playthrough.
Removed redundant teleport delay.

* Changed sendSound packet size back to 5 and removed type attribute to maintain compatibility with Parabot.

* After running around an object to attack the player will no longer wait a number of ticks to start attacking again.
Fixed an issue where walkTo being called from CycleEvents would not execute correctly.
Player will no longer face a killed npc after it respawns.
Added projectile clipping.
Added a new algorithm for player->player/npc following that accounts for projectile clipping.
This commit is contained in:
mikeysasse
2019-11-11 14:20:02 -06:00
committed by Daniel Ginovker
parent a4e4b89d99
commit c827d46ca0
66 changed files with 1293 additions and 480 deletions
@@ -30,7 +30,7 @@ public abstract class Player {
{2035, 0}
};
public long lastCast = 0, homeTele, lastDesert, eventTimer, lastRunRecovery,
public long homeTele, lastDesert, eventTimer, lastRunRecovery,
lastButton, lastFire, lastLight, muteTime, waitTime, miscTimer,
ladderTimer, webSlashDelay, climbDelay, lastReport = 0,
lastPlayerMove, lastPoison, lastPoisonSip, poisonImmune, lastSpear,