Bugfix flinching with multiple interacting NPC's

Didn't check for NpcIndex before.
This commit is contained in:
GeChallengeM
2019-07-10 11:19:04 +02:00
parent 4bc7c79a6f
commit e56a2c6db9

View File

@@ -159,6 +159,10 @@ public class NpcStatusPlugin extends Plugin
{
for (MemorizedNPC mn : memorizedNPCs)
{
if (mn.getNpcIndex() != ((NPC) event.getActor()).getIndex())
{
continue;
}
if (mn.getStatus() == MemorizedNPC.Status.OUT_OF_COMBAT || (mn.getStatus() == MemorizedNPC.Status.IN_COMBAT && mn.getCombatTimerEnd() - client.getTickCount() < 1) || mn.getLastinteracted() == null)
{
mn.setStatus(MemorizedNPC.Status.FLINCHING);
@@ -184,7 +188,11 @@ public class NpcStatusPlugin extends Plugin
{
for (MemorizedNPC mn : memorizedNPCs)
{
if (mn.getStatus() == MemorizedNPC.Status.OUT_OF_COMBAT || (mn.getStatus() == MemorizedNPC.Status.IN_COMBAT && mn.getCombatTimerEnd() - client.getTickCount() < 2) || mn.getLastinteracted() == null)
if (mn.getNpcIndex() != ((NPC) event.getActor()).getIndex())
{
continue;
}
if (mn.getStatus() == MemorizedNPC.Status.OUT_OF_COMBAT || (mn.getStatus() == MemorizedNPC.Status.IN_COMBAT && mn.getCombatTimerEnd() - client.getTickCount() < 2) || event.getActor().getInteracting() == null)
{
mn.setStatus(MemorizedNPC.Status.FLINCHING);
mn.setCombatTimerEnd(-1);