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Merge pull request #1619 from DarkflameUniverse/shield
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fix: echo skill cast down to client for some server skills
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DarwinAnim8or authored Jul 17, 2024
2 parents c3f6ef5 + 999995b commit ffeb010
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Showing 2 changed files with 29 additions and 1 deletion.
20 changes: 20 additions & 0 deletions dGame/dBehaviors/BehaviorContext.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -199,6 +199,26 @@ void BehaviorContext::UpdatePlayerSyncs(float deltaTime) {
i++;
continue;
}

if (this->skillUId != 0 && !clientInitalized) {
EchoSyncSkill echo;
echo.bDone = true;
echo.uiSkillHandle = this->skillUId;
echo.uiBehaviorHandle = entry.handle;

RakNet::BitStream bitStream{};
entry.behavior->SyncCalculation(this, bitStream, entry.branchContext);

echo.sBitStream.assign(reinterpret_cast<char*>(bitStream.GetData()), bitStream.GetNumberOfBytesUsed());

RakNet::BitStream message;
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
message.Write(this->originator);
echo.Serialize(message);

Game::server->Send(message, UNASSIGNED_SYSTEM_ADDRESS, true);
}

this->syncEntries.erase(this->syncEntries.begin() + i);
}
}
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10 changes: 9 additions & 1 deletion dGame/dBehaviors/DamageAbsorptionBehavior.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,8 @@ void DamageAbsorptionBehavior::Handle(BehaviorContext* context, RakNet::BitStrea
destroyable->SetIsShielded(true);

context->RegisterTimerBehavior(this, branch, target->GetObjectID());

Game::entityManager->SerializeEntity(target);
}

void DamageAbsorptionBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
Expand All @@ -52,7 +54,13 @@ void DamageAbsorptionBehavior::Timer(BehaviorContext* context, BehaviorBranchCon

const auto toRemove = std::min(present, this->m_absorbAmount);

destroyable->SetDamageToAbsorb(present - toRemove);
const auto remaining = present - toRemove;

destroyable->SetDamageToAbsorb(remaining);

destroyable->SetIsShielded(remaining > 0);

Game::entityManager->SerializeEntity(target);
}

void DamageAbsorptionBehavior::Load() {
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