2H Blunt animation issue

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Xire
Posts: 2
Joined: Thu Feb 06, 2020 10:55 pm

2H Blunt animation issue

Post by Xire » Mon Feb 10, 2020 3:21 am

I noticed pretty early on that Reborn has the same 2H blunt animation problem as most other EQemu servers; all 2H blunt weapons will attack with the 2H Slash animation instead of the Blunt animation. This is caused due to a change EQEmu made in the weapon animation code some years back, to emulate live settings, or something. But in essence it looks really dumb and doesn't make sense for Velious era content. So I am wondering whether the devs for Reborn would please fix it for this server.

The needed change has to be applied to the server source code under the zone/attack.ccp file.
Here's a link to the standard attack.ccp for reference;
https://github.com/EQEmu/Server/blob/ma ... attack.cpp

Here's some references to the changes made and discussion around it;
https://github.com/EQEmu/Server/issues/884
https://github.com/EQEmu/Server/commit/ ... 72e246851a

Here are the lines that need to be changed;
This is under
if (weapon && weapon->IsClassCommon()) {

Code: Select all

	case EQEmu::item::ItemType2HBlunt: // 2H Blunt
			skillinuse = EQEmu::skills::Skill2HBlunt;
			type = anim2HSlashing; //anim2HWeapon
			break;	
Should just be

Code: Select all

	case EQEmu::item::ItemType2HBlunt: // 2H Blunt
			skillinuse = EQEmu::skills::Skill2HBlunt;
			type = anim2HWeapon
			break;	
Then repeat the same under the else if to fix NPCs animations too
else if (IsNPC()) {

Code: Select all

	case EQEmu::skills::Skill2HBlunt: // 2H Blunt
			type = anim2HSlashing; //anim2HWeapon
			break;
becomes

Code: Select all

	case EQEmu::skills::Skill2HBlunt: // 2H Blunt
			type = anim2HWeapon
			break;

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