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authorAndrei Karas <akaras@inbox.ru>2011-11-23 04:40:34 +0300
committerAndrei Karas <akaras@inbox.ru>2011-11-24 03:32:57 +0300
commit8e5861c3cfd41574351547a1a518efcf9007666a (patch)
tree8d941791c1bbd296b7125475fa0abb9581df632f /src/net/ea/beinghandler.cpp
parent004aa3358c6efeb469045785baa891a449dde5a4 (diff)
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Add ability to play different animation depend on monster hp.
Disabled for legacy servers because monster hp unknown and compilated hp can be wrong (version <= 0). For usage need add to action tag attribute hp="xx" Example: <action name="stand" hp="50" imageset="base"> ... </action> Here 50 mean 50% of health or less. Default action tag mean hp=100
Diffstat (limited to 'src/net/ea/beinghandler.cpp')
-rw-r--r--src/net/ea/beinghandler.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/net/ea/beinghandler.cpp b/src/net/ea/beinghandler.cpp
index 5c3c694b3..1c2983137 100644
--- a/src/net/ea/beinghandler.cpp
+++ b/src/net/ea/beinghandler.cpp
@@ -215,10 +215,10 @@ void BeingHandler::processBeingVisibleOrMove(Net::MessageIn &msg, bool visible)
int maxHP = msg.readInt32();
if (hp && maxHP)
{
+ dstBeing->setMaxHP(maxHP);
int oldHP = dstBeing->getHP();
if (!oldHP || oldHP > hp)
dstBeing->setHP(hp);
- dstBeing->setMaxHP(maxHP);
}
}
else