Refactor various minor things
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@@ -504,7 +504,9 @@ public class MapleMap {
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xLimits = bounds;
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} else {
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// assuming MINIMAP always have an equal-greater picture representation of the map area (players won't walk beyond the area known by the minimap).
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Point lp = new Point(mapArea.x, mapArea.y), rp = new Point(mapArea.x + mapArea.width, mapArea.y), fallback = new Point(mapArea.x + (mapArea.width / 2), mapArea.y);
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Point lp = new Point(mapArea.x, mapArea.y);
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Point rp = new Point(mapArea.x + mapArea.width, mapArea.y);
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Point fallback = new Point(mapArea.x + (mapArea.width / 2), mapArea.y);
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lp = bsearchDropPos(lp, fallback); // approximated leftmost fh node position
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rp = bsearchDropPos(rp, fallback); // approximated rightmost fh node position
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@@ -256,8 +256,8 @@ public class Reactor extends AbstractMapObject {
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cancelReactorTimeout();
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attackHit = wHit;
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if (YamlConfig.config.server.USE_DEBUG == true) {
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c.getPlayer().dropMessage(5, "Hitted REACTOR " + this.getId() + " with POS " + charPos + " , STANCE " + stance + " , SkillID " + skillid + " , STATE " + stats.getType(state) + " STATESIZE " + stats.getStateSize(state));
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if (YamlConfig.config.server.USE_DEBUG) {
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c.getPlayer().dropMessage(5, "Hitted REACTOR " + this.getId() + " with POS " + charPos + " , STANCE " + stance + " , SkillID " + skillid + " , STATE " + state + " STATESIZE " + stats.getStateSize(state));
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}
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ReactorScriptManager.getInstance().onHit(c, this);
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