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authorAndrei Karas <akaras@inbox.ru>2012-03-10 18:04:32 +0300
committerAndrei Karas <akaras@inbox.ru>2012-03-10 19:05:04 +0300
commit307818fecbd1f258c668a1667e76e950e9d22622 (patch)
tree6a4b82e23895a5f73b648aefafc8d77247661392 /src/net/ea
parent46cc993b30fe9a4da9175beb2795de91162c39fa (diff)
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Add to skills missile particle effect and hit/miss sounds.
Add to skills use effect 100000 + skillid on target.
Diffstat (limited to 'src/net/ea')
-rw-r--r--src/net/ea/beinghandler.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/net/ea/beinghandler.cpp b/src/net/ea/beinghandler.cpp
index d9e7e7506..f1d608717 100644
--- a/src/net/ea/beinghandler.cpp
+++ b/src/net/ea/beinghandler.cpp
@@ -445,7 +445,7 @@ void BeingHandler::processSkillDamage(Net::MessageIn &msg)
Being *dstBeing;
int param1;
- msg.readInt16(); // Skill Id
+ int id = msg.readInt16(); // Skill Id
srcBeing = actorSpriteManager->findBeing(msg.readInt32());
dstBeing = actorSpriteManager->findBeing(msg.readInt32());
msg.readInt32(); // Server tick
@@ -457,16 +457,16 @@ void BeingHandler::processSkillDamage(Net::MessageIn &msg)
msg.readInt8(); // Skill hit/type (?)
if (dstBeing)
{
- // Perhaps a new skill attack type should be created and used?
// if (dstSpeed)
// dstBeing->setAttackDelay(dstSpeed);
- dstBeing->takeDamage(srcBeing, param1, Being::HIT);
+ dstBeing->takeDamage(srcBeing, param1, Being::SKILL, id);
}
if (srcBeing)
{
// if (srcSpeed)
// srcBeing->setAttackDelay(srcSpeed);
- srcBeing->handleAttack(dstBeing, param1, Being::HIT);
+// srcBeing->handleAttack(dstBeing, param1, Being::HIT);
+ srcBeing->handleSkill(dstBeing, param1, id);
}
}