Thread: Masks/Npc spawning bug (667)

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  1. #1 Masks/Npc spawning bug (667) 
    Discord Johnyblob22#7757


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    Title says it all, Point me in the right direction as im confused as to why this is happening. Only happens with some npcs not all.

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  2. #2  
    van 't stad

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    could be the death animation


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  3. #3  
    Discord Johnyblob22#7757


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    Quote Originally Posted by Shnek View Post
    could be the death animation
    I dont think so tho, because when i spawn the npc in game it does not do that after i jkill it
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  4. #4  
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    Quote Originally Posted by Johnyblob22 View Post
    Title says it all, Point me in the right direction as im confused as to why this is happening. Only happens with some npcs not all.

    is this in a controller?
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  5. #5  
    Discord Johnyblob22#7757


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    Quote Originally Posted by _Jamal View Post
    is this in a controller?
    no sir
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  6. #6  
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    Quote Originally Posted by Johnyblob22 View Post
    no sir
    Show us your senddeath method
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  7. #7  
    Discord Johnyblob22#7757


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    Quote Originally Posted by _Jamal View Post
    Show us your senddeath method
    Code:
     	@Override
    	public void sendDeath(final Entity source) {
    		final DamageHandler dh = new DamageHandler();
    		final NPCCombatDefinitions defs = getCombatDefinitions();
    		final Player killer = getMostDamageReceivedSourcePlayer();
    		try {
    	
    		} catch (final Exception e) {
    
    		}
    		resetWalkSteps();
    		combat.removeTarget();
    		setNextAnimation(null);
    		try {
    			if (dh.inDamageArea(source)) {
    				dh.decreaseNPC();
    			}
    		} catch (final Exception e) {
    
    		}
    		WorldTasksManager.schedule(new WorldTask() {
    			int loop;
    
    			@Override
    			public void run() {
    				if (loop == 0) {
    					setNextAnimation(new Animation(defs.getDeathEmote()));
    					try {
    						if (!dh.inDamageArea(source)) {
    							drop();
    						}
    					} catch (final Exception e) {
    
    					}
    				} else if (loop >= defs.getDeathDelay()) {
    					reset();
    					setLocation(respawnTile);
    					finish();
    					if (!spawned) {
    						try {
    							if (!dh.inDamageArea(source)) {
    								setRespawnTask();
    							}
    						} catch (final Exception e) {
    
    						}
    					}
    					stop();
    				}
    				loop++;
    			}
    		}, 0, 1);
    	}
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  8. #8  
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    That client looks customized to levels of high cancer. Very easily could be something the people who fucked with the client produced as well.


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  10. #9  
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    What am I even looking at? the HitMask?
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  11. #10  
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    DEbug the "defs.getDeathDelay()" value to see if it is this part that screw with it not removing the npc.


    "A fail act is something you do regular, but a dumb act is something you can learn from"
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