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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.
This commit is contained in:
committed by
Daniel Ginovker
parent
a4e4b89d99
commit
c827d46ca0
@@ -244,21 +244,8 @@ public class ActionSender {
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public ActionSender frame174(int sound, int vol, int delay) {
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player.outStream.createFrame(174);
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player.outStream.writeWord(sound);
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player.outStream.writeByte(vol);
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player.outStream.writeWord(delay);
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player.updateRequired = true;
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player.appearanceUpdateRequired = true;
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return this;
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}
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public ActionSender frame174(int id, int type, int delay, int volume) {
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if (player.outStream != null && player != null && id != -1) {
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player.outStream.createFrame(174);
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player.outStream.writeWord(id);
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player.outStream.writeWord(delay);
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player.outStream.writeWord(volume);
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player.flushOutStream();
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}
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player.outStream.writeByte(vol);
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return this;
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}
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@@ -567,8 +554,6 @@ public class ActionSender {
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public ActionSender sendSound(int id, int volume, int delay) {
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frame174(id, volume, delay);
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player.updateRequired = true;
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player.appearanceUpdateRequired = true;
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return this;
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}
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