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Old 05-18-2011, 02:50 PM
Sikkun
Sarnak
 
Join Date: Apr 2011
Posts: 30
Default Mounted Out of Combated Regeration (Complete)

Zone
client_packet.cpp
void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app) method
Insert code after // Break Hide if moving without sneaking and set rewind timer if moved
code block.

Code:
//allow player to have OOC regeneration on a mount
	if(ppu->y_pos == y_pos || ppu->x_pos == x_pos)
	{
		if(GetHorseId() != 0)
		{
			playeraction = 1;
		}
	}
	else if(ppu->y_pos != y_pos || ppu->x_pos != x_pos)
	{
		if(GetHorseId() != 0)
		{
			playeraction = 0;
		}
	}
Zone
client_packet.cpp
void Client::Handle_OP_AAAction(const EQApplicationPacket *app) method
insert code before mlog(AA__IN, "Received OP_AAAction");

Code:
//check if you are on a mount
	if (GetHorseId() != 0)
	{
		playeraction = 0;
	}
Zone
horse.cpp
void Client::SetHorseId(int16 horseid_in) method

Code:
void Client::SetHorseId(int16 horseid_in) {
	//if its the same, do nothing
	if(horseId == horseid_in)
		return;
	
	//otherwise it changed.
	//if we have a horse, get rid of it no matter what.
	if(horseId) {
		Mob *horse = entity_list.GetMob(horseId);
		if(horse != NULL)
		{
			horse->Depop();
			//set player to standing
			playeraction = 0;
		}
	}
	
	//now we take whatever they gave us.
	horseId = horseid_in;
}
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