mirror of
https://github.com/2006-Scape/2006Scape.git
synced 2026-07-04 08:39:05 +00:00
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:
committed by
Daniel Ginovker
parent
a4e4b89d99
commit
c827d46ca0
@@ -4,6 +4,7 @@ import java.net.InetSocketAddress;
|
||||
|
||||
import redone.Constants;
|
||||
import redone.Server;
|
||||
import redone.event.CycleEventHandler;
|
||||
import redone.game.content.minigames.castlewars.CastleWars;
|
||||
import redone.game.npcs.Npc;
|
||||
import redone.game.npcs.NpcHandler;
|
||||
@@ -158,19 +159,21 @@ public class PlayerHandler {
|
||||
continue;
|
||||
}
|
||||
|
||||
players[i].preProcessing();
|
||||
|
||||
while (players[i].processQueuedPackets()) {
|
||||
;
|
||||
}
|
||||
|
||||
players[i].process();
|
||||
players[i].postProcessing();
|
||||
players[i].getNextPlayerMovement();
|
||||
|
||||
players[i].preProcessing();
|
||||
} catch (Exception e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (int i = 0; i < PlayerHandler.players.length; i++) {
|
||||
if (players[i] == null || !players[i].isActive) {
|
||||
continue;
|
||||
|
||||
Reference in New Issue
Block a user