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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-27 21:09:23 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-08-26 22:56:46 +0200
commitf31277b327df701361391b1d4b8bd6f89f4e3109 (patch)
tree0fd2b85c13cb11654ff6cd027e0be7ff6b61c2d6 /src/game-server/state.cpp
parent960d40d819afb65387469591bdb02e6819d72294 (diff)
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[Abilities] Removed the old autoattack system
As a side effect i had to remove the monster attack AI for now. I will readd this as next thing.
Diffstat (limited to 'src/game-server/state.cpp')
-rw-r--r--src/game-server/state.cpp14
1 files changed, 0 insertions, 14 deletions
diff --git a/src/game-server/state.cpp b/src/game-server/state.cpp
index 3e2e4ab7..d2aaff4e 100644
--- a/src/game-server/state.cpp
+++ b/src/game-server/state.cpp
@@ -23,7 +23,6 @@
#include "common/configuration.h"
#include "game-server/accountconnection.h"
#include "game-server/effect.h"
-#include "game-server/combatcomponent.h"
#include "game-server/gamehandler.h"
#include "game-server/inventory.h"
#include "game-server/item.h"
@@ -166,19 +165,6 @@ static void informPlayer(MapComposite *map, Entity *p)
if (wereInRange && willBeInRange)
{
- // Send attack messages.
- if ((oflags & UPDATEFLAG_ATTACK) && oid != pid)
- {
- MessageOut AttackMsg(GPMSG_BEING_ATTACK);
- AttackMsg.writeInt16(oid);
- AttackMsg.writeInt8(
- o->getComponent<BeingComponent>()->getDirection());
- CombatComponent *combatComponent =
- o->getComponent<CombatComponent>();
- AttackMsg.writeInt8(combatComponent->getAttackId());
- gameHandler->sendTo(p, AttackMsg);
- }
-
// Send action change messages.
if ((oflags & UPDATEFLAG_ACTIONCHANGE))
{