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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-09-28 23:39:01 +0200
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-09-28 23:39:01 +0200
commit77ea3d90114a7d6503d19e89ffaf2e548f63e420 (patch)
treef92edc2775fde07a7b9df4ccf7c8f70f436c2c13 /src/game-server/character.cpp
parent60b44b8efa96d318fb22077011f2ccb5d2f03104 (diff)
Started to fix the autoattack system.
I simply made the default autoattack look for the default skill and add exp to it when killing monsters. Now the player can earn xp again even if it's not well handled between two logins.
Diffstat (limited to 'src/game-server/character.cpp')
-rw-r--r--src/game-server/character.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/game-server/character.cpp b/src/game-server/character.cpp
index 0cac8cf..0cdd57b 100644
--- a/src/game-server/character.cpp
+++ b/src/game-server/character.cpp
@@ -36,6 +36,7 @@
#include "game-server/gamehandler.h"
#include "game-server/mapcomposite.h"
#include "game-server/mapmanager.h"
+#include "game-server/skillmanager.h"
#include "game-server/state.h"
#include "game-server/trade.h"
#include "scripting/script.h"
@@ -161,7 +162,8 @@ void Character::perform()
{
int damageBase = getModifiedAttribute(ATTR_STR);
int damageDelta = damageBase / 2;
- Damage knuckleDamage(damageBase, damageDelta, 2, ELEMENT_NEUTRAL,
+ Damage knuckleDamage(skillManager->getDefaultSkillId(),
+ damageBase, damageDelta, 2, ELEMENT_NEUTRAL,
DAMAGE_PHYSICAL,
(getSize() < DEFAULT_TILE_LENGTH) ?
DEFAULT_TILE_LENGTH : getSize());