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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.
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committed by
Daniel Ginovker
parent
a4e4b89d99
commit
c827d46ca0
@@ -30,7 +30,7 @@ public abstract class Player {
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{2035, 0}
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};
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public long lastCast = 0, homeTele, lastDesert, eventTimer, lastRunRecovery,
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public long homeTele, lastDesert, eventTimer, lastRunRecovery,
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lastButton, lastFire, lastLight, muteTime, waitTime, miscTimer,
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ladderTimer, webSlashDelay, climbDelay, lastReport = 0,
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lastPlayerMove, lastPoison, lastPoisonSip, poisonImmune, lastSpear,
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