Do not correct destination when player wants to fall.
This commit is contained in:
@@ -2444,7 +2444,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
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* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
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* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
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* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
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* <li>_moveStartTime : Start time of the movement</li>
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* <li>_moveStartTime : Start time of the movement</li>
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* <li>_ticksToMove : Nb of ticks between the start and the destination</li>
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* <li>_ticksToMove : Number of ticks between the start and the destination</li>
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* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
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* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
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* </ul>
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* </ul>
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*/
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*/
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@@ -3280,7 +3280,8 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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return;
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return;
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}
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}
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if (!isInVehicle)
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if (!isInVehicle // Not in vehicle.
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&& !(((curZ - z) > 300) && (distance < 300))) // Character wants to fall.
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{
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{
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// location different if destination wasn't reached (or just z coord is different)
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// location different if destination wasn't reached (or just z coord is different)
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final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
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final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
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@@ -3360,7 +3361,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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distance = Math.hypot(distance, dz);
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distance = Math.hypot(distance, dz);
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}
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}
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// Caclulate the Nb of ticks between the current position and the destination
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// Calculate the number of ticks between the current position and the destination
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// One tick added for rounding reasons
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// One tick added for rounding reasons
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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m._xDestination = x;
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m._xDestination = x;
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@@ -3451,7 +3452,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
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setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
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}
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}
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// Caclulate the Nb of ticks between the current position and the destination
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// Calculate the number of ticks between the current position and the destination
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// One tick added for rounding reasons
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// One tick added for rounding reasons
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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@@ -2444,7 +2444,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
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* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
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* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
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* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
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* <li>_moveStartTime : Start time of the movement</li>
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* <li>_moveStartTime : Start time of the movement</li>
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* <li>_ticksToMove : Nb of ticks between the start and the destination</li>
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* <li>_ticksToMove : Number of ticks between the start and the destination</li>
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* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
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* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
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* </ul>
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* </ul>
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*/
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*/
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@@ -3280,7 +3280,8 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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return;
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return;
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}
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}
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if (!isInVehicle)
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if (!isInVehicle // Not in vehicle.
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&& !(((curZ - z) > 300) && (distance < 300))) // Character wants to fall.
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{
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{
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// location different if destination wasn't reached (or just z coord is different)
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// location different if destination wasn't reached (or just z coord is different)
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final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
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final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
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@@ -3360,7 +3361,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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distance = Math.hypot(distance, dz);
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distance = Math.hypot(distance, dz);
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}
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}
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// Caclulate the Nb of ticks between the current position and the destination
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// Calculate the number of ticks between the current position and the destination
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// One tick added for rounding reasons
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// One tick added for rounding reasons
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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m._xDestination = x;
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m._xDestination = x;
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@@ -3451,7 +3452,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
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setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
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}
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}
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// Caclulate the Nb of ticks between the current position and the destination
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// Calculate the number of ticks between the current position and the destination
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// One tick added for rounding reasons
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// One tick added for rounding reasons
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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@@ -2444,7 +2444,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
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* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
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||||||
* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
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* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
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* <li>_moveStartTime : Start time of the movement</li>
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* <li>_moveStartTime : Start time of the movement</li>
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* <li>_ticksToMove : Nb of ticks between the start and the destination</li>
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* <li>_ticksToMove : Number of ticks between the start and the destination</li>
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* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
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* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
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* </ul>
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* </ul>
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*/
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*/
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@@ -3280,7 +3280,8 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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return;
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return;
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}
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}
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if (!isInVehicle)
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if (!isInVehicle // Not in vehicle.
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&& !(((curZ - z) > 300) && (distance < 300))) // Character wants to fall.
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{
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{
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// location different if destination wasn't reached (or just z coord is different)
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// location different if destination wasn't reached (or just z coord is different)
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final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
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final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
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@@ -3360,7 +3361,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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distance = Math.hypot(distance, dz);
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distance = Math.hypot(distance, dz);
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}
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}
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||||||
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// Caclulate the Nb of ticks between the current position and the destination
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// Calculate the number of ticks between the current position and the destination
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||||||
// One tick added for rounding reasons
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// One tick added for rounding reasons
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||||||
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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m._xDestination = x;
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m._xDestination = x;
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@@ -3451,7 +3452,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
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setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
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}
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}
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// Caclulate the Nb of ticks between the current position and the destination
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// Calculate the number of ticks between the current position and the destination
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||||||
// One tick added for rounding reasons
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// One tick added for rounding reasons
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||||||
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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@@ -2444,7 +2444,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
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* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
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||||||
* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
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* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
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||||||
* <li>_moveStartTime : Start time of the movement</li>
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* <li>_moveStartTime : Start time of the movement</li>
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||||||
* <li>_ticksToMove : Nb of ticks between the start and the destination</li>
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* <li>_ticksToMove : Number of ticks between the start and the destination</li>
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* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
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* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
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* </ul>
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* </ul>
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*/
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*/
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@@ -3280,7 +3280,8 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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return;
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return;
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}
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}
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||||||
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if (!isInVehicle)
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if (!isInVehicle // Not in vehicle.
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&& !(((curZ - z) > 300) && (distance < 300))) // Character wants to fall.
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{
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{
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// location different if destination wasn't reached (or just z coord is different)
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// location different if destination wasn't reached (or just z coord is different)
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||||||
final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
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final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
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@@ -3360,7 +3361,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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distance = Math.hypot(distance, dz);
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distance = Math.hypot(distance, dz);
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||||||
}
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}
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||||||
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||||||
// Caclulate the Nb of ticks between the current position and the destination
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// Calculate the number of ticks between the current position and the destination
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||||||
// One tick added for rounding reasons
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// One tick added for rounding reasons
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||||||
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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m._xDestination = x;
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m._xDestination = x;
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@@ -3451,7 +3452,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
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setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
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}
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}
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||||||
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// Caclulate the Nb of ticks between the current position and the destination
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// Calculate the number of ticks between the current position and the destination
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||||||
// One tick added for rounding reasons
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// One tick added for rounding reasons
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||||||
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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@@ -3321,7 +3321,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
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* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
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||||||
* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
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* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
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||||||
* <li>_moveStartTime : Start time of the movement</li>
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* <li>_moveStartTime : Start time of the movement</li>
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||||||
* <li>_ticksToMove : Nb of ticks between the start and the destination</li>
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* <li>_ticksToMove : Number of ticks between the start and the destination</li>
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||||||
* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
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* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
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||||||
* </ul>
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* </ul>
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*/
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*/
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@@ -4305,7 +4305,8 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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return;
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return;
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||||||
}
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}
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||||||
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if (!isInVehicle)
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if (!isInVehicle // Not in vehicle.
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||||||
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&& !(((curZ - z) > 300) && (distance < 300))) // Character wants to fall.
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||||||
{
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{
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||||||
// location different if destination wasn't reached (or just z coord is different)
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// location different if destination wasn't reached (or just z coord is different)
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||||||
final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceId());
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final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceId());
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||||||
@@ -4385,7 +4386,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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distance = Math.hypot(distance, dz);
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distance = Math.hypot(distance, dz);
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||||||
}
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}
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||||||
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||||||
// Caclulate the Nb of ticks between the current position and the destination
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// Calculate the number of ticks between the current position and the destination
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||||||
// One tick added for rounding reasons
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// One tick added for rounding reasons
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||||||
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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m._xDestination = x;
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m._xDestination = x;
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@@ -4476,7 +4477,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
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setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
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}
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}
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||||||
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||||||
// Caclulate the Nb of ticks between the current position and the destination
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// Calculate the number of ticks between the current position and the destination
|
||||||
// One tick added for rounding reasons
|
// One tick added for rounding reasons
|
||||||
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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@@ -4625,7 +4626,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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* <li>if attack isn't aborted and hit isn't missed, manage attack or cast break of the target (calculating rate, sending message...)</li>
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* <li>if attack isn't aborted and hit isn't missed, manage attack or cast break of the target (calculating rate, sending message...)</li>
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* </ul>
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* </ul>
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* @param target The L2Character targeted
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* @param target The L2Character targeted
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* @param damage Nb of HP to reduce
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* @param damage Number of HP to reduce
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* @param crit True if hit is critical
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* @param crit True if hit is critical
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* @param miss True if hit is missed
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* @param miss True if hit is missed
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* @param soulshot True if SoulShot are charged
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* @param soulshot True if SoulShot are charged
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@@ -2444,7 +2444,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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|||||||
* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
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* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
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||||||
* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
|
* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
|
||||||
* <li>_moveStartTime : Start time of the movement</li>
|
* <li>_moveStartTime : Start time of the movement</li>
|
||||||
* <li>_ticksToMove : Nb of ticks between the start and the destination</li>
|
* <li>_ticksToMove : Number of ticks between the start and the destination</li>
|
||||||
* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
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* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
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||||||
* </ul>
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* </ul>
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||||||
*/
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*/
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@@ -3280,7 +3280,8 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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|||||||
return;
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return;
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||||||
}
|
}
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||||||
|
|
||||||
if (!isInVehicle)
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if (!isInVehicle // Not in vehicle.
|
||||||
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&& !(((curZ - z) > 300) && (distance < 300))) // Character wants to fall.
|
||||||
{
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{
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||||||
// location different if destination wasn't reached (or just z coord is different)
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// location different if destination wasn't reached (or just z coord is different)
|
||||||
final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
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final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
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||||||
@@ -3360,7 +3361,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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|||||||
distance = Math.hypot(distance, dz);
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distance = Math.hypot(distance, dz);
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}
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}
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||||||
|
|
||||||
// Caclulate the Nb of ticks between the current position and the destination
|
// Calculate the number of ticks between the current position and the destination
|
||||||
// One tick added for rounding reasons
|
// One tick added for rounding reasons
|
||||||
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
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m._xDestination = x;
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m._xDestination = x;
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@@ -3451,7 +3452,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
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setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
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||||||
}
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}
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||||||
|
|
||||||
// Caclulate the Nb of ticks between the current position and the destination
|
// Calculate the number of ticks between the current position and the destination
|
||||||
// One tick added for rounding reasons
|
// One tick added for rounding reasons
|
||||||
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
|
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
|
||||||
|
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||||||
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|||||||
@@ -2444,7 +2444,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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|||||||
* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
|
* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
|
||||||
* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
|
* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
|
||||||
* <li>_moveStartTime : Start time of the movement</li>
|
* <li>_moveStartTime : Start time of the movement</li>
|
||||||
* <li>_ticksToMove : Nb of ticks between the start and the destination</li>
|
* <li>_ticksToMove : Number of ticks between the start and the destination</li>
|
||||||
* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
|
* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
|
||||||
* </ul>
|
* </ul>
|
||||||
*/
|
*/
|
||||||
@@ -3280,7 +3280,8 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!isInVehicle)
|
if (!isInVehicle // Not in vehicle.
|
||||||
|
&& !(((curZ - z) > 300) && (distance < 300))) // Character wants to fall.
|
||||||
{
|
{
|
||||||
// location different if destination wasn't reached (or just z coord is different)
|
// location different if destination wasn't reached (or just z coord is different)
|
||||||
final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
|
final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
|
||||||
@@ -3360,7 +3361,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
|
|||||||
distance = Math.hypot(distance, dz);
|
distance = Math.hypot(distance, dz);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Caclulate the Nb of ticks between the current position and the destination
|
// Calculate the number of ticks between the current position and the destination
|
||||||
// One tick added for rounding reasons
|
// One tick added for rounding reasons
|
||||||
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
|
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
|
||||||
m._xDestination = x;
|
m._xDestination = x;
|
||||||
@@ -3451,7 +3452,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
|
|||||||
setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
|
setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Caclulate the Nb of ticks between the current position and the destination
|
// Calculate the number of ticks between the current position and the destination
|
||||||
// One tick added for rounding reasons
|
// One tick added for rounding reasons
|
||||||
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
|
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
|
||||||
|
|
||||||
|
|||||||
@@ -2444,7 +2444,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
|
|||||||
* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
|
* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
|
||||||
* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
|
* <li>_xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li>
|
||||||
* <li>_moveStartTime : Start time of the movement</li>
|
* <li>_moveStartTime : Start time of the movement</li>
|
||||||
* <li>_ticksToMove : Nb of ticks between the start and the destination</li>
|
* <li>_ticksToMove : Number of ticks between the start and the destination</li>
|
||||||
* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
|
* <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li>
|
||||||
* </ul>
|
* </ul>
|
||||||
*/
|
*/
|
||||||
@@ -3280,7 +3280,8 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!isInVehicle)
|
if (!isInVehicle // Not in vehicle.
|
||||||
|
&& !(((curZ - z) > 300) && (distance < 300))) // Character wants to fall.
|
||||||
{
|
{
|
||||||
// location different if destination wasn't reached (or just z coord is different)
|
// location different if destination wasn't reached (or just z coord is different)
|
||||||
final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
|
final Location destiny = GeoEngine.getInstance().canMoveToTargetLoc(curX, curY, curZ, x, y, z, getInstanceWorld());
|
||||||
@@ -3360,7 +3361,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
|
|||||||
distance = Math.hypot(distance, dz);
|
distance = Math.hypot(distance, dz);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Caclulate the Nb of ticks between the current position and the destination
|
// Calculate the number of ticks between the current position and the destination
|
||||||
// One tick added for rounding reasons
|
// One tick added for rounding reasons
|
||||||
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
|
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
|
||||||
m._xDestination = x;
|
m._xDestination = x;
|
||||||
@@ -3451,7 +3452,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
|
|||||||
setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
|
setHeading(Util.calculateHeadingFrom(curX, curY, m._xDestination, m._yDestination));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Caclulate the Nb of ticks between the current position and the destination
|
// Calculate the number of ticks between the current position and the destination
|
||||||
// One tick added for rounding reasons
|
// One tick added for rounding reasons
|
||||||
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
|
final int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user