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#include "player.hh"
#include "enums.hh"
#include "stubs.hh"
void TPlayer::CheckState(void){
if(this->Connection != NULL){
uint8 State = 0;
if(this->Skills[SKILL_POISON]->TimerValue() > 0){
State |= 0x01;
}
if(this->Skills[SKILL_BURNING]->TimerValue() > 0){
State |= 0x02;
}
if(this->Skills[SKILL_ENERGY]->TimerValue() > 0){
State |= 0x04;
}
// TODO(fusion): Not sure about this one.
if(this->Skills[SKILL_DRUNK]->TimerValue() > 0 && this->Skills[SKILL_DRUNK]->Get() == 0){
State |= 0x08;
}
if(this->Skills[SKILL_MANASHIELD]->TimerValue() > 0 || this->Skills[SKILL_MANASHIELD]->Get() > 0){
State |= 0x10;
}
if(this->Skills[SKILL_GO_STRENGTH]->MDAct < 0){
State |= 0x20;
}else if(this->Skills[SKILL_GO_STRENGTH]->MDAct > 0){
State |= 0x40;
}
if(RoundNr < this->EarliestLogoutRound){
State |= 0x80;
}
if(State != this->OldState){
SendPlayerState(this->Connection, State);
this->OldState = State;
}
}
}
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