Implement dash walking and zoom out again
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2a225b99b7
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@ -12,6 +12,11 @@ Panel
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!text: tr('Enable smart walking')
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!tooltip: tr('Will detect when to use diagonal step based on the\nkeys you are pressing')
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OptionCheckBox
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id: dashWalk
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!text: tr('Enable dash walking')
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!tooltip: tr('Will boost your walk on high speed characters')
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OptionCheckBox
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id: showPing
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!text: tr('Show connection ping')
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@ -5,6 +5,7 @@ local defaultOptions = {
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fullscreen = false,
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classicControl = false,
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smartWalk = false,
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dashWalk = false,
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autoChaseOverride = true,
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showStatusMessagesInConsole = true,
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showEventMessagesInConsole = true,
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@ -15,14 +15,13 @@ limitZoom = false
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currentViewMode = 0
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smartWalkDirs = {}
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smartWalkDir = nil
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walkFunction = g_game.walk
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walkFunction = nil
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function init()
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g_ui.importStyle('styles/countwindow')
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connect(g_game, {
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onGameStart = onGameStart,
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onGMActions = onGMActions,
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onGameEnd = onGameEnd,
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onLoginAdvice = onLoginAdvice,
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}, true)
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@ -119,7 +118,6 @@ function terminate()
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disconnect(g_game, {
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onGameStart = onGameStart,
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onGMActions = onGMActions,
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onGameEnd = onGameEnd,
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onLoginAdvice = onLoginAdvice
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})
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@ -139,6 +137,16 @@ function onGameStart()
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else
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g_game.disableFeature(GameForceFirstAutoWalkStep)
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end
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addEvent(function()
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if not limitZoom or g_game.isGM() then
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gameMapPanel:setMaxZoomOut(513)
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gameMapPanel:setLimitVisibleRange(false)
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else
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gameMapPanel:setMaxZoomOut(11)
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gameMapPanel:setLimitVisibleRange(true)
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end
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end)
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end
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function onGameEnd()
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@ -152,8 +160,6 @@ function show()
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gameRootPanel:show()
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gameRootPanel:focus()
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gameMapPanel:followCreature(g_game.getLocalPlayer())
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gameMapPanel:setMaxZoomOut(11)
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gameMapPanel:setLimitVisibleRange(true)
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setupViewMode(0)
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updateStretchShrink()
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logoutButton:setTooltip(tr('Logout'))
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@ -199,6 +205,7 @@ function onLoginAdvice(message)
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end
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function forceExit()
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g_game.cancelLogin()
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scheduleEvent(exit, 10)
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return true
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end
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@ -284,11 +291,16 @@ end
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function smartWalk(dir)
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if g_keyboard.getModifiers() == KeyboardNoModifier then
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if smartWalkDir then
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walkFunction(smartWalkDir)
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else
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walkFunction(dir)
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local func = walkFunction
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if not func then
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if modules.client_options.getOption('dashWalk') then
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func = g_game.dashWalk
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else
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func = g_game.walk
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end
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end
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local dire = smartWalkDir or dir
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func(dire)
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return true
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end
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return false
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@ -760,9 +772,3 @@ end
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function limitZoom()
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limitZoom = true
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end
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function onGMActions()
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if not limitZoom then return end
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gameMapPanel:setMaxZoomOut(513)
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gameMapPanel:setLimitVisibleRange(false)
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end
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@ -50,6 +50,10 @@ function terminate()
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onGameEnd = offline,
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})
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disconnect(LocalPlayer, {
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onPositionChange = updateCameraPosition
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})
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local gameRootPanel = modules.game_interface.getRootPanel()
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g_keyboard.unbindKeyPress('Alt+Left', gameRootPanel)
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g_keyboard.unbindKeyPress('Alt+Right', gameRootPanel)
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@ -782,7 +782,7 @@ Point Creature::getDrawOffset()
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return drawOffset;
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}
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int Creature::getStepDuration(bool ignoreDiagonal)
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int Creature::getStepDuration(bool ignoreDiagonal, Otc::Direction dir)
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{
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int speed = m_speed;
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if(speed < 1)
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@ -792,7 +792,13 @@ int Creature::getStepDuration(bool ignoreDiagonal)
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speed *= 2;
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int groundSpeed = 0;
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Position tilePos = m_lastStepToPosition;
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Position tilePos;
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if(dir == Otc::InvalidDirection)
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tilePos = m_lastStepToPosition;
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else
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tilePos = m_position.translatedToDirection(dir);
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if(!tilePos.isValid())
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tilePos = m_position;
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const TilePtr& tile = g_map.getTile(tilePos);
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@ -85,7 +85,7 @@ public:
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uint8 getEmblem() { return m_emblem; }
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bool isPassable() { return m_passable; }
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Point getDrawOffset();
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int getStepDuration(bool ignoreDiagonal = false);
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int getStepDuration(bool ignoreDiagonal = false, Otc::Direction dir = Otc::InvalidDirection);
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Point getWalkOffset() { return m_walkOffset; }
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Position getLastStepFromPosition() { return m_lastStepFromPosition; }
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Position getLastStepToPosition() { return m_lastStepToPosition; }
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@ -613,6 +613,70 @@ bool Game::walk(Otc::Direction direction)
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return true;
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}
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bool Game::dashWalk(Otc::Direction direction)
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{
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if(!canPerformGameAction())
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return false;
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// must cancel follow before any new walk
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if(isFollowing())
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cancelFollow();
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// must cancel auto walking
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if(m_localPlayer->isAutoWalking()) {
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m_protocolGame->sendStop();
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m_localPlayer->stopAutoWalk();
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}
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if(m_localPlayer->isWalking() && m_dashTimer.ticksElapsed() < std::max<int>(m_localPlayer->getStepDuration(false, direction) - m_ping, 30))
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return false;
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Position toPos = m_localPlayer->getPosition().translatedToDirection(direction);
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TilePtr toTile = g_map.getTile(toPos);
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// only do prewalks to walkable tiles (like grounds and not walls)
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if(toTile && toTile->isWalkable()) {
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if(!m_localPlayer->isWalking() && m_localPlayer->getWalkTicksElapsed() >= m_localPlayer->getStepDuration() + 100)
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m_localPlayer->preWalk(direction);
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// check walk to another floor (e.g: when above 3 parcels)
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} else {
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// check if can walk to a lower floor
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auto canChangeFloorDown = [&]() -> bool {
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Position pos = toPos;
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if(!pos.down())
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return false;
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TilePtr toTile = g_map.getTile(pos);
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if(toTile && toTile->hasElevation(3))
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return true;
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return false;
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};
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// check if can walk to a higher floor
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auto canChangeFloorUp = [&]() -> bool {
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TilePtr fromTile = m_localPlayer->getTile();
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if(!fromTile || !fromTile->hasElevation(3))
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return false;
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Position pos = toPos;
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if(!pos.up())
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return false;
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TilePtr toTile = g_map.getTile(pos);
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if(!toTile || !toTile->isWalkable())
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return false;
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return true;
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};
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if(canChangeFloorDown() || canChangeFloorUp() ||
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(!toTile || toTile->isEmpty())) {
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m_localPlayer->lockWalk();
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} else
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return false;
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}
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forceWalk(direction);
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m_dashTimer.restart();
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m_lastWalkDir = direction;
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return true;
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}
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void Game::autoWalk(std::vector<Otc::Direction> dirs)
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{
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if(!canPerformGameAction())
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@ -143,6 +143,7 @@ public:
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// walk related
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bool walk(Otc::Direction direction);
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bool dashWalk(Otc::Direction direction);
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void autoWalk(std::vector<Otc::Direction> dirs);
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void forceWalk(Otc::Direction direction);
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void turn(Otc::Direction direction);
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@ -325,6 +326,7 @@ private:
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uint m_pingSent;
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uint m_pingReceived;
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stdext::timer m_pingTimer;
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Timer m_dashTimer;
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uint m_seq;
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int m_pingDelay;
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Otc::FightModes m_fightMode;
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@ -149,6 +149,7 @@ void Client::registerLuaFunctions()
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g_lua.bindSingletonFunction("g_game", "forceLogout", &Game::forceLogout, &g_game);
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g_lua.bindSingletonFunction("g_game", "safeLogout", &Game::safeLogout, &g_game);
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g_lua.bindSingletonFunction("g_game", "walk", &Game::walk, &g_game);
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g_lua.bindSingletonFunction("g_game", "dashWalk", &Game::dashWalk, &g_game);
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g_lua.bindSingletonFunction("g_game", "autoWalk", &Game::autoWalk, &g_game);
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g_lua.bindSingletonFunction("g_game", "forceWalk", &Game::forceWalk, &g_game);
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g_lua.bindSingletonFunction("g_game", "turn", &Game::turn, &g_game);
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