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C++ TFS 1.2 The runes give Exhaust, which prevents me from pushing the player.

Darius93

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Hello!I have a problem where I can't push a player while using a rune.
Where can I reduce the exhaust for pushing the player in the source?
I’m using TFS 1.2 downgrade 8.0.

My function playerMoveCreature:
C++:
void Game::playerMoveCreature(Player* player, Creature* movingCreature, const Position& movingCreatureOrigPos, Tile* toTile)
{
    if (!player->canDoAction()) {
        uint32_t delay = player->getNextActionTime();
        SchedulerTask* task = createSchedulerTask(delay, std::bind(&Game::playerMoveCreatureByID,
            this, player->getID(), movingCreature->getID(), movingCreatureOrigPos, toTile->getPosition()));
        player->setNextActionTask(task);
        return;
    }

    player->setNextActionTask(nullptr);

    if (!Position::areInRange<1, 1, 0>(movingCreatureOrigPos, player->getPosition())) {
        //need to walk to the creature first before moving it
        std::forward_list<Direction> listDir;
        if (player->getPathTo(movingCreatureOrigPos, listDir, 0, 1, true, true)) {
            g_dispatcher.addTask(createTask(std::bind(&Game::playerAutoWalk,
                                            this, player->getID(), listDir)));
            SchedulerTask* task = createSchedulerTask(1500, std::bind(&Game::playerMoveCreatureByID, this,
                player->getID(), movingCreature->getID(), movingCreatureOrigPos, toTile->getPosition()));
            player->setNextWalkActionTask(task);
        } else {
            player->sendCancelMessage(RETURNVALUE_THEREISNOWAY);
        }
        return;
    }

    if ((!movingCreature->isPushable() && !player->hasFlag(PlayerFlag_CanPushAllCreatures)) ||
            (movingCreature->isInGhostMode() && !player->isAccessPlayer())) {
        player->sendCancelMessage(RETURNVALUE_NOTMOVEABLE);
        return;
    }

    //check throw distance
    const Position& movingCreaturePos = movingCreature->getPosition();
    const Position& toPos = toTile->getPosition();
    if ((Position::getDistanceX(movingCreaturePos, toPos) > movingCreature->getThrowRange()) || (Position::getDistanceY(movingCreaturePos, toPos) > movingCreature->getThrowRange()) || (Position::getDistanceZ(movingCreaturePos, toPos) * 4 > movingCreature->getThrowRange())) {
        player->sendCancelMessage(RETURNVALUE_DESTINATIONOUTOFREACH);
        return;
    }

    if (player != movingCreature) {
        if (toTile->hasFlag(TILESTATE_BLOCKPATH)) {
            player->sendCancelMessage(RETURNVALUE_NOTENOUGHROOM);
            return;
        } else if ((movingCreature->getZone() == ZONE_PROTECTION && !toTile->hasFlag(TILESTATE_PROTECTIONZONE)) || (movingCreature->getZone() == ZONE_NOPVP && !toTile->hasFlag(TILESTATE_NOPVPZONE))) {
            player->sendCancelMessage(RETURNVALUE_NOTPOSSIBLE);
            return;
        } else {
            if (CreatureVector* tileCreatures = toTile->getCreatures()) {
                for (Creature* tileCreature : *tileCreatures) {
                    if (!tileCreature->isInGhostMode()) {
                        player->sendCancelMessage(RETURNVALUE_NOTENOUGHROOM);
                        return;
                    }
                }
            }

            Npc* movingNpc = movingCreature->getNpc();
            if (movingNpc && !Spawns::isInZone(movingNpc->getMasterPos(), movingNpc->getMasterRadius(), toPos)) {
                player->sendCancelMessage(RETURNVALUE_NOTENOUGHROOM);
                return;
            }
        }
    }

The mere removal of this:
C++:
if (!player->canDoAction()) {

    uint32_t delay = player->getNextActionTime();

    SchedulerTask* task = createSchedulerTask(delay, std::bind(&Game::playerMoveCreatureByID,

        this, player->getID(), movingCreature->getID(), movingCreatureOrigPos, toTile->getPosition()));

    player->setNextActionTask(task);

    return;

}

Doesn't help because the exhaust still occurs.
And that's the effect I would like to achieve.


 
I trust there's an option in config.lua that allow players use runes, potions etc and change equipment or push other players simultaneously.
May be easier than editing source.
 
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