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fix queuing operating object when clicking during attack #1678

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merged 2 commits into from Apr 28, 2021

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qndel
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@qndel qndel commented Apr 24, 2021

Fixes multiple object interactions after an attack if you click while attacking
crazydoors

@qndel qndel marked this pull request as ready for review April 24, 2021 16:26
@qndel qndel requested a review from julealgon April 24, 2021 16:26
@qndel qndel added fix fix for a bug vanilla Bugs found also in the original Diablo 1.09b release labels Apr 24, 2021
@qndel qndel changed the title fix queuing actions when clicking during attack fix queuing operating object when clicking during attack Apr 24, 2021
@@ -3504,8 +3504,6 @@ void CheckNewPath(int pnum)
if (object[i]._oBreak == 1) {
d = GetDirection(plr[pnum].position.current.x, plr[pnum].position.current.y, object[i]._ox, object[i]._oy);
StartAttack(pnum, d);
} else {
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What happens if we just remove the entire ACTION_OPERATE block? Seems like it only exists for melee attacks (for some weird reason) even though you can be on melee while casting or while firing a bow.

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well I guess it wouldn't allow you to break barrels fast

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Oh is breaking barrels an operate instead of an attack?! Interesting! So that's why this was here?

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@qndel qndel Apr 28, 2021

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well, it performs a check for breaking and barrels are the only breakable object in the game iirc : P

  • we can always remove more code in future PRs, this code was the minimal amount required to fix the bug :D

@AJenbo AJenbo merged commit bdf4b84 into diasurgical:master Apr 28, 2021
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3 participants