charfunctions.cpp
player.cppCode:bool CCharacter::CanAttack( ) { clock_t etime = clock() - Battle->lastAtkTime; //if( etime < CLOCKS_PER_SEC * 100 / Stats->Attack_Speed ) return false; for the time being let's just let it be unsynced to avoid disbalanced int weapontype = IsPlayer()?getWeaponType():0; //MZ //it's my fix, to protect from exception divide by zero //During fight, at change of the weapon it happens if (0 == Stats->Attack_Speed) return false; //MZ if ( weapontype == 231 || weapontype == 232 || weapontype == 233 ) { if( (etime < CLOCKS_PER_SEC * (GServer->ATTK_SPEED_MODIF*4/3) / Stats->Attack_Speed) || Status->Stun != 0xff ) return false; } else { if( (etime < CLOCKS_PER_SEC * GServer->ATTK_SPEED_MODIF / Stats->Attack_Speed) || Status->Stun != 0xff ) return false; } return true; }
=Fix animation for Gun/Luncher/Bow in PVP
Code:bool CPlayer::SpawnToPlayer( CPlayer* player, CPlayer* otherclient ) { .... //DEL ADDWORD( pak, ((items[132].itemnum << 5) & 0x3ff) );//arrows ADDWORD( pak, ((items[133].itemnum << 5) & 0x3ff) );//bullets ADDWORD( pak, ((items[134].itemnum << 5) & 0x3ff) );//cannons //ADD ADDWORD( pak, ((items[132].itemnum << 5) ));//arrows ADDWORD( pak, ((items[133].itemnum << 5) ));//bullets ADDWORD( pak, ((items[134].itemnum << 5) ));//cannons ..... }



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