I added this on my firemaking.java. But it not moving after setting fire.
Code:
if (Region.getClipping(c.getX() - 1, c.getY(), c.heightLevel, -1, 0)) {
c.getPA().walkTo(-1, 0);
} else if (Region.getClipping(c.getX() + 1, c.getY(), c.heightLevel, 1, 0)) {
c.getPA().walkTo(1, 0);
} else if (Region.getClipping(c.getX(), c.getY() - 1, c.heightLevel, 0, -1)) {
c.getPA().walkTo(0, -1);
} else if (Region.getClipping(c.getX(), c.getY() + 1, c.heightLevel, 0, 1)) {
c.getPA().walkTo(0, 1);
}
Code:
public void lightFire(int slot) {
if (Region.getClipping(c.getX() - 1, c.getY(), c.heightLevel, -1, 0)) {
c.getPA().walkTo(-1, 0);
} else if (Region.getClipping(c.getX() + 1, c.getY(), c.heightLevel, 1, 0)) {
c.getPA().walkTo(1, 0);
} else if (Region.getClipping(c.getX(), c.getY() - 1, c.heightLevel, 0, -1)) {
c.getPA().walkTo(0, -1);
} else if (Region.getClipping(c.getX(), c.getY() + 1, c.heightLevel, 0, 1)) {
c.getPA().walkTo(0, 1);
}
final int x = c.getX();
final int y = c.getY();
if (c.getItems().playerHasItem(590) && c.getItems().playerHasItem(logs[slot])) {
if (System.currentTimeMillis() - lastLight > DELAY) {
c.getItems().deleteItem(logs[slot], c.getItems().getItemSlot(logs[slot]), 1);
c.getPA().addSkillXP(logs[slot] * Config.FIREMAKING_EXPERIENCE, c.playerFiremaking);
//c.getPA().checkObjectSpawn(fireId, x, y, 1, 10);
// new Object(x, y, c.heightLevel, fireId, 1, 10);
new Object(fireId, x, y, c.heightLevel, 1, 10, fireId,50);
CycleEventHandler.getSingleton().addEvent(c, new CycleEvent() {
int timer = 1;
@Override
public void execute(CycleEventContainer container) {
if (timer == 0) {
container.stop();
}
timer--;
}
@Override
public void stop() {
new Object(-1, x, y, c.heightLevel, 1, 10, -1, 50);
//c.sendMessage("Your fire has been extinguished.");
Server.itemHandler.createGroundItem(c, 592, x, y, 1, c.playerId);
}
}, 45);
c.sendMessage("You light the fire.");
final int walk = Misc.random(3);
this.lastLight = System.currentTimeMillis();
resetAnim = true;
}
}
}
}