Fixed an issue where falconry pulse could be interrupted, causing falcon to go missing
This commit is contained in:
+2
-3
@@ -93,7 +93,8 @@ public final class FalconryCatchPulse extends SkillPulse<NPC> {
|
|||||||
player.getEquipment().add(GLOVE, true, false);
|
player.getEquipment().add(GLOVE, true, false);
|
||||||
sendProjectile();
|
sendProjectile();
|
||||||
}
|
}
|
||||||
player.lock(getDistance());
|
node.lock(getDistance()+1);
|
||||||
|
player.lock(getDistance()+1);
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -114,7 +115,6 @@ public final class FalconryCatchPulse extends SkillPulse<NPC> {
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
final boolean success = success();
|
final boolean success = success();
|
||||||
player.lock();
|
|
||||||
player.getPacketDispatch().sendMessage(success ? "The falcon successfully swoops down and captures the kebbit." : "The falcon swoops down on the kebbit, but just misses catching it.");
|
player.getPacketDispatch().sendMessage(success ? "The falcon successfully swoops down and captures the kebbit." : "The falcon swoops down on the kebbit, but just misses catching it.");
|
||||||
if (success) {
|
if (success) {
|
||||||
node.finalizeDeath(player);
|
node.finalizeDeath(player);
|
||||||
@@ -142,7 +142,6 @@ public final class FalconryCatchPulse extends SkillPulse<NPC> {
|
|||||||
player.getEquipment().add(FALCON, true, false);
|
player.getEquipment().add(FALCON, true, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
player.unlock();
|
|
||||||
player.face(null);
|
player.face(null);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user