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Destroyable: Fix animated deaths (#1227)
Fixes #1222 addresses an issue where the death behavior of a destructible component was not being respected and enemies with destroyable components that had special death animations were not able to play the animation on death. This pr adds in the hardcoded constant the client uses for the same metric of 12 seconds. Tested that claiming Nimbus Rock and completing the property guards mission allows him to vacuum away and then network the destruction packet 12 seconds later.
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@@ -18,7 +18,7 @@ void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int mission
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&& !character->GetPlayerFlag(flag)) {
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// If the player just started the mission, play a cinematic highlighting the target
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GameMessages::SendPlayCinematic(target->GetObjectID(), u"MissionCam", target->GetSystemAddress());
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} else if (missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
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} else if (missionState == eMissionState::READY_TO_COMPLETE) {
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// Makes the guard disappear once the mission has been completed
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const auto zoneControlID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
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GameMessages::SendNotifyClientObject(zoneControlID, u"GuardChat", 0, 0, self->GetObjectID(),
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