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New anim packet for Enhanced Client
Author Message
XuN
Sphere Developer
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Post: #10
RE: New anim packet for Enhanced Client
What I did was convert all the animations in the UpdateAnimate function to the new style when proceed, each time this function is called it now generates 2 animation sets for the character calling it: one is generating the new animation (with some exceptions that i'll write later) and another one with the old and default behaviour.

In combat, I set Variation = 1, I can't remember why or if it made any difference, but its there for some reason.

I'm not converting the Bow and Salute animations because they were broken, so I had to do some workarounds to show the old one instead, which were still working .

Death animations are also converted.

Now the real trick of this subjet comes, this is how the packets are selected (scripted example to help understand):
Code:
forclients <serv.clients>
ref1=<serv.client.<dlocal._for>>
if !(<ref1>)
  continue
endif
if !(<CanSee <ref1>>)
  continue
endif
if (<ref1.IsClientEnhanced>) //this one is a hardcoded function
  send new anim
elseif (<ref1.cliver>>=700000 && <ref1.IsGargoyle>)
  send new anim
else
  send old anim
endif
endif


So, as you can see, new anims are being sent to everyone using Enhanced Client and only Gargoyles in Classic Client, AFAIR only gargoyles were using correct animations in Classic Clients plus the fact that new animation packet is not using delay anymore (and looks sooooooo ugly) was the reason because I made it this way.
10-10-2014 06:05 PM
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RE: New anim packet for Enhanced Client - XuN - 10-10-2014 06:05 PM

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