fix: POS_FIGHTING state
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@@ -7,3 +7,10 @@
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#define __PET_SYSTEM__
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#define __UDP_BLOCK__
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#endif
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/*
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This fixes the POS_FIGHTING state, when a character will enter POS_FIGHTING state,
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after 10s of no damage dealt, should've been switched to POS_STANDING state.
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Files affected: char.cpp, char.h, char_battle.cpp, char_skill.cpp
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*/
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#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
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@@ -361,6 +361,10 @@ void CHARACTER::Initialize()
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m_bIsLoadedAffect = false;
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cannot_dead = false;
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#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
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m_dwLastCombatTime = 0;
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#endif
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#ifdef __PET_SYSTEM__
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m_petSystem = 0;
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m_bIsPet = false;
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@@ -4060,6 +4064,20 @@ void CHARACTER::UpdateStateMachine(DWORD dwPulse)
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if (IsDead())
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return;
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#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
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if (IsPC() && IsPosition(POS_FIGHTING))
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{
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const DWORD now = get_dword_time();
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// If we never set a combat time yet, set it now so timer can start.
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if (m_dwLastCombatTime == 0)
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m_dwLastCombatTime = now;
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if (now - m_dwLastCombatTime >= 10000)
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SetVictim(NULL); // triggers battle_end() -> POS_STANDING
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}
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#endif
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Update();
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m_dwNextStatePulse = dwPulse + m_dwStateDuration;
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}
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@@ -2037,6 +2037,16 @@ class CHARACTER : public CEntity, public CFSM, public CHorseRider
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protected:
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int m_iLastPMPulse;
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int m_iPMCounter;
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#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
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public:
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void EnterCombat();
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void UpdateLastCombatTime() { m_dwLastCombatTime = get_dword_time(); }
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DWORD GetLastCombatTime() const { return m_dwLastCombatTime; }
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private:
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DWORD m_dwLastCombatTime;
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#endif
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};
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ESex GET_SEX(LPCHARACTER ch);
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@@ -1592,6 +1592,24 @@ void CHARACTER::SendDamagePacket(LPCHARACTER pAttacker, int Damage, BYTE DamageF
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}
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}
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#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
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void CHARACTER::EnterCombat()
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{
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if (!IsPC())
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return;
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if (!IsPosition(POS_FIGHTING))
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{
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SetPosition(POS_FIGHTING);
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SetNextStatePulse(1);
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}
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// Start the 10s window if it hasn't started yet.
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if (m_dwLastCombatTime == 0)
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m_dwLastCombatTime = get_dword_time();
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}
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#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
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//
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// CHARACTER::Damage 메소드는 this가 데미지를 입게 한다.
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//
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@@ -2287,6 +2305,22 @@ bool CHARACTER::Damage(LPCHARACTER pAttacker, int dam, EDamageType type) // retu
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//
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if (!cannot_dead)
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{
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#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
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// REAL combat activity only: final damage > 0
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if (dam > 0)
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{
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// Victim received real damage
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UpdateLastCombatTime();
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EnterCombat();
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// Attacker dealt real damage
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if (pAttacker)
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{
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pAttacker->UpdateLastCombatTime();
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pAttacker->EnterCombat();
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}
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}
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#endif
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PointChange(POINT_HP, -dam, false);
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}
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@@ -2462,6 +2462,13 @@ bool CHARACTER::UseSkill(DWORD dwVnum, LPCHARACTER pkVictim, bool bUseGrandMaste
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if (!pkSk)
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return false;
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#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
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if (IsPC() && IS_SET(pkSk->dwFlag, SKILL_FLAG_ATTACK))
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{
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EnterCombat();
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}
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#endif
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if (bCanUseHorseSkill && pkSk->dwType != SKILL_TYPE_HORSE)
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return BATTLE_NONE;
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