MR-2: Auto-revert POS_FIGHTING after inactivity + Realtime character level updates + Macros removed

This commit is contained in:
Mind Rapist
2025-12-20 02:26:50 +02:00
parent b389e30db7
commit 337ce421c0
6 changed files with 4 additions and 44 deletions

View File

@@ -1600,22 +1600,6 @@ void CHARACTER::SendDamagePacket(LPCHARACTER pAttacker, int Damage, BYTE DamageF
}
}
void CHARACTER::EnterCombat()
{
if (!IsPC())
return;
if (!IsPosition(POS_FIGHTING))
{
SetPosition(POS_FIGHTING);
SetNextStatePulse(1);
}
// Start the 10s window if it hasn't started yet.
if (m_dwLastCombatTime == 0)
m_dwLastCombatTime = get_dword_time();
}
//
// CHARACTER::Damage 메소드는 this가 데미지를 입게 한다.
//
@@ -1629,7 +1613,6 @@ void CHARACTER::EnterCombat()
// false : not dead yet
//
#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
// tw1x1: POS_FIGHTING timer fix
void CHARACTER::EnterCombat()
{
@@ -1642,7 +1625,6 @@ void CHARACTER::EnterCombat()
SetNextStatePulse(1);
}
// tw1x1: end
#endif
bool CHARACTER::Damage(LPCHARACTER pAttacker, int dam, EDamageType type) // returns true if dead
{
@@ -2331,8 +2313,6 @@ bool CHARACTER::Damage(LPCHARACTER pAttacker, int dam, EDamageType type) // retu
if (GetHP() - dam <= 0)
dam = GetHP();
dam = std::min<int32_t>(GetHP(), dam);
// tw1x1: POS_FIGHTING timer fix
// REAL combat activity only: final damage > 0
if (dam > 0)