* Fixed calling local in an if statement where it is not required (lol). * Fixed an issue with the auto walk checker.
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@ -79,7 +79,7 @@ function onSpellCooldown(iconId, duration)
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if not spellName then return end
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local ping = g_game.getPing()
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if ping > 0 then local duration = duration - (ping/2) end
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if ping > 0 then duration = duration - (ping/2) end
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local otcIconId = tonumber(SpellInfo[modules.game_spelllist.getSpelllistProfile()][spellName].icon)
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if not otcIconId and SpellIcons[SpellInfo[modules.game_spelllist.getSpelllistProfile()][spellName].icon] then
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otcIconId = SpellIcons[SpellInfo[modules.game_spelllist.getSpelllistProfile()][spellName].icon][1]
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@ -105,7 +105,7 @@ function onSpellGroupCooldown(groupId, duration)
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if not SpellGroups[groupId] then return end
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local ping = g_game.getPing()
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if ping > 0 then local duration = duration - (ping/2) end
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if ping > 0 then duration = duration - (ping/2) end
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local icon = contentsPanel:getChildById('groupIcon' .. SpellGroups[groupId])
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local progressRect = contentsPanel:getChildById('progressRect' .. SpellGroups[groupId])
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if icon then
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@ -32,7 +32,7 @@ function init()
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onGameStart = show,
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onGameEnd = hide,
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onLoginAdvice = onLoginAdvice,
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onWalk = onWalk,
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onWalk = onWalk
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}, true)
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connect(LocalPlayer, {
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@ -86,6 +86,7 @@ function UIGameMap:onMouseRelease(mousePosition, mouseButton)
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local ret = modules.game_interface.processMouseAction(mousePosition, mouseButton, autoWalkPos, lookThing, useThing, creatureThing, multiUseThing)
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if ret then
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modules.game_interface.cancelAutoWalkCheck()
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self.cancelNextRelease = true
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end
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@ -87,6 +87,7 @@ function UIItem:onMouseRelease(mousePosition, mouseButton)
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self.cancelNextRelease = true
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return true
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elseif modules.game_interface.processMouseAction(mousePosition, mouseButton, nil, item, item, nil, item) then
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modules.game_interface.cancelAutoWalkCheck()
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return true
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end
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return false
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@ -97,13 +97,14 @@ function onAddVip(id, name, state)
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for i=1,childrenCount do
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local child = vipList:getChildByIndex(i)
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if state == VipState.Online and not child.vipState == VipState.Online then
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if state == VipState.Online and child.vipState ~= VipState.Online then
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vipList:insertChild(i, label)
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return
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end
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if (not state == VipState.Online and not child.vipState == VipState.Online)
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if (state ~= VipState.Online and child.vipState ~= VipState.Online)
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or (state == VipState.Online and child.vipState == VipState.Online) then
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local childText = child:getText():lower()
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local length = math.min(childText:len(), nameLower:len())
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@ -113,6 +114,8 @@ function onAddVip(id, name, state)
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return
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elseif nameLower:byte(j) > childText:byte(j) then
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break
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elseif j == nameLower:len() then -- We are at the end of nameLower, and its shorter than childText, thus insert before
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vipList:insertChild(i, label)
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end
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end
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end
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@ -672,6 +672,9 @@ Point Creature::getDrawOffset()
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int Creature::getStepDuration(bool ignoreDiagonal)
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{
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int speed = m_speed;
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if(speed < 1)
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return 0;
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if(g_game.getFeature(Otc::GameNewSpeedLaw))
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speed *= 2;
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