Removed change weapon while attacking prohibition.

This commit is contained in:
MobiusDev 2017-10-26 00:29:07 +00:00
parent c381449217
commit 1ab658afb7
4 changed files with 20 additions and 20 deletions

View File

@ -248,11 +248,11 @@ public final class UseItem implements IClientIncomingPacket
{
ThreadPoolManager.schedule(() ->
{
// If character is still engaged in strike we should not change weapon
if (activeChar.isAttackingNow())
{
return;
}
// Removed for preventing retail behavior.
// if (activeChar.isAttackingNow()) // If character is still engaged in strike we should not change weapon
// {
// return;
// }
// Equip or unEquip
activeChar.useEquippableItem(item, false);

View File

@ -248,11 +248,11 @@ public final class UseItem implements IClientIncomingPacket
{
ThreadPoolManager.schedule(() ->
{
// If character is still engaged in strike we should not change weapon
if (activeChar.isAttackingNow())
{
return;
}
// Removed for preventing retail behavior.
// if (activeChar.isAttackingNow()) // If character is still engaged in strike we should not change weapon
// {
// return;
// }
// Equip or unEquip
activeChar.useEquippableItem(item, false);

View File

@ -248,11 +248,11 @@ public final class UseItem implements IClientIncomingPacket
{
ThreadPoolManager.schedule(() ->
{
// If character is still engaged in strike we should not change weapon
if (activeChar.isAttackingNow())
{
return;
}
// Removed for preventing retail behavior.
// if (activeChar.isAttackingNow()) // If character is still engaged in strike we should not change weapon
// {
// return;
// }
// Equip or unEquip
activeChar.useEquippableItem(item, false);

View File

@ -248,11 +248,11 @@ public final class UseItem implements IClientIncomingPacket
{
ThreadPoolManager.schedule(() ->
{
// If character is still engaged in strike we should not change weapon
if (activeChar.isAttackingNow())
{
return;
}
// Removed for preventing retail behavior.
// if (activeChar.isAttackingNow()) // If character is still engaged in strike we should not change weapon
// {
// return;
// }
// Equip or unEquip
activeChar.useEquippableItem(item, false);