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This repository was archived by the owner on Apr 29, 2020. It is now read-only.
checked the commit log to see if my issue has been resolved since my server was last updated
Client Version (type /ver in game) :
Source Branch (master/stable) :
Additional Information (Steps to reproduce/Expected behavior) :
When determining a successful sneak attack it compares the Attacker's rotation vs Mobs rotation. This is problematic when facing East-ish. Dead East is rotation 0. Facing slightly SE is rotation 1. Facing slightly NE is rotation 255.
The rotation comparison below is what determines success.
abs(PDefender->loc.p.rotation - PAttacker->loc.p.rotation) < 23
This doesn't account for that scenarios where the mob and player are rotating toward different quadrants right around 0. This is used in both GetCritHitRate and GetHitRateEX within battleutils.cpp
I have:
Client Version (type
/verin game) :Source Branch (master/stable) :
Additional Information (Steps to reproduce/Expected behavior) :
When determining a successful sneak attack it compares the Attacker's rotation vs Mobs rotation. This is problematic when facing East-ish. Dead East is rotation 0. Facing slightly SE is rotation 1. Facing slightly NE is rotation 255.
The rotation comparison below is what determines success.
abs(PDefender->loc.p.rotation - PAttacker->loc.p.rotation) < 23
This doesn't account for that scenarios where the mob and player are rotating toward different quadrants right around 0. This is used in both GetCritHitRate and GetHitRateEX within battleutils.cpp