Sitting
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Most information can be found there, and if not, the posts will help you determine the information required to get assistance from the development team.
Incomplete Help Requests will be locked or deleted.
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Sitting
Any way to tell if a client is sitting or standing ? Searched the source and not finding much, my search skills are failing me. I am seeing an opcode, OP_SitMsg and OP_StandMsg, not sure if those have anything to actually do with the client sitting or not.
Resident Dirty Hippy
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Jabantiz
- Lead Developer
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Re: Sitting
There is no flag to check, you might be able to check the visual state of the player and see if it is the sitting animation though.
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Re: Sitting
I figured I would follow up on how to check on this.
Code: Select all
if(IsPlayer() && GetTempVisualState() == 540)Resident Dirty Hippy
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tyrbo
- Team Member
- Posts: 271
- Joined: Thu Feb 18, 2016 12:33 pm
Re: Sitting
You could try using
Code: Select all
client->GetPlayer()->get_character_flag(CF_IS_SITTING);
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Re: Sitting
Old post but I lost this code and was adding it back in. I did try that Tyrbo, just because it was more natural when coding, but alas it did not seem to work.
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- Ememjr
- Team Member
- Posts: 975
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- EQ2Emu Server: Perseverance
Re: Sitting
Well i think we should have a flag for it,
IMO - the client sends meesage to sit, server then sends the code to have the player sit at that time we should set a flag that he is sitting
same with crouch, if we dont have it already we should have a flag for crouchingg since there are spells that say must be crouching
IMO - the client sends meesage to sit, server then sends the code to have the player sit at that time we should set a flag that he is sitting
same with crouch, if we dont have it already we should have a flag for crouchingg since there are spells that say must be crouching
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Re: Sitting
Well if you know some kind of hook, let me know. I ended up going into the player loop and checking if the person was sitting or not and flipping a boolean private variable player_sitting. I hated to have to put anything into the player loop, I want to keep that as lean as possible.Ememjr wrote: Sun Apr 14, 2019 3:19 am Well i think we should have a flag for it,
IMO - the client sends meesage to sit, server then sends the code to have the player sit at that time we should set a flag that he is sitting
same with crouch, if we dont have it already we should have a flag for crouchingg since there are spells that say must be crouching
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- Ememjr
- Team Member
- Posts: 975
- Joined: Wed Mar 15, 2017 9:41 am
- EQ2Emu Server: Perseverance
Re: Sitting
ill take a look
curious if on live if you are sitting when you exit game, are you sitting or standing up when you come back
curious if on live if you are sitting when you exit game, are you sitting or standing up when you come back
- Cynnar
- Project Leader
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Veinlash
Taragak
Cynnar
Re: Sitting
Standing when you log back in
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]
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- Ememjr
- Team Member
- Posts: 975
- Joined: Wed Mar 15, 2017 9:41 am
- EQ2Emu Server: Perseverance
Re: Sitting
ok it would be easy enough to add a flag called isSitting to the player, it will defualt to false on login then when i sit command comes from the client to server it will saet that flag to isSitting() = true.
sound good, let me know and ill add it in
sound good, let me know and ill add it in
- Cynnar
- Project Leader
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Veinlash
Taragak
Cynnar
Re: Sitting
Yeah I think we will need it for some things.
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tyrbo
- Team Member
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- Joined: Thu Feb 18, 2016 12:33 pm
Re: Sitting
You can tell whether or not a player is sitting by checking the activity status of the last movement packet.
It's another bitmask, 64 being the sitting value, at least on AoM.
It's another bitmask, 64 being the sitting value, at least on AoM.
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