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https://github.com/DarkflameUniverse/DarkflameServer.git
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some further bouncer refinements
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5f8f200bfc
commit
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@ -976,39 +976,25 @@ void PetComponent::StartInteractBouncer() {
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void PetComponent::HandleInteractBouncer() {
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if (IsHandlingInteraction()) {
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auto* const owner = GetOwner();
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if (!owner) return;
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const auto sysAddr = owner->GetSystemAddress();
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auto* const petSwitch = SwitchComponent::GetClosestSwitch(m_MovementAI->GetDestination()); // TODO: Find a better way to do this
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if (!petSwitch) return;
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auto* const petSwitchEntity = petSwitch->GetParentEntity();
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if (!petSwitchEntity) return;
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m_Parent->AddCallbackTimer(1.0f, [this, petSwitch, petSwitchEntity, sysAddr]() {
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LOG_DEBUG("Callback start!");
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const auto bouncerComp = petSwitch->GetPetBouncer();
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m_Parent->AddCallbackTimer(1.0f, [this, petSwitch, petSwitchEntity]() {
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auto* const bouncerComp = petSwitch->GetPetBouncer();
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const auto bouncerCompPos = bouncerComp->GetParentEntity()->GetPosition();
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const auto bouncerId = bouncerComp->GetParentEntity()->GetObjectID();
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const auto petId = this->GetParentEntity()->GetObjectID();
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RenderComponent::PlayAnimation(petSwitchEntity, u"launch"); //u"engaged");
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bouncerComp->SetPetBouncerEnabled(true);
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GameMessages::SendRequestClientBounce(bouncerId, this->GetOwnerId(), NiPoint3::ZERO, NiPoint3::ZERO, bouncerId, true, false, UNASSIGNED_SYSTEM_ADDRESS); //TODO: Check packet captures!!
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bouncerComp->SetPetBouncerEnabled(false);
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RenderComponent::PlayAnimation(petSwitchEntity, u"up");
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LOG_DEBUG("Callback end!");
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});
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//RenderComponent::PlayAnimation(petSwitchEntity, u"launch"); //u"engaged");
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auto* const petBouncer = petSwitch->GetPetBouncer();
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petBouncer->SetPetBouncerEnabled(true);
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RenderComponent::PlayAnimation(petSwitchEntity, u"launch"); //u"engaged"); //TODO: Check if the timing on this is right
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// TODO: Need to freeze player movement until the bounce begins!
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Command(NiPoint3::ZERO, LWOOBJID_EMPTY, 1, PetEmote::ActivateSwitch, true); // Plays 'jump on switch' animation
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StopInteract();
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@ -3590,8 +3590,6 @@ void GameMessages::SendBouncerActiveStatus(LWOOBJID objectId, bool bActive, cons
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}
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void GameMessages::SendRequestClientBounce(const LWOOBJID& objectId, const LWOOBJID& bounceTargetId, const NiPoint3& bounceTargetPos, const NiPoint3& bouncedObjLinVel, const LWOOBJID& requestSourceId, const bool bAllBounced, const bool bAllowClientOverload, const SystemAddress& sysAddr) {
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LOG_DEBUG("REQUEST CLIENT BOUNCE!");
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CBITSTREAM;
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CMSGHEADER;
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