diff --git a/Source/Framework/Constants/SharedConst.cs b/Source/Framework/Constants/SharedConst.cs index 1bd411eef..2bc5fdcdb 100644 --- a/Source/Framework/Constants/SharedConst.cs +++ b/Source/Framework/Constants/SharedConst.cs @@ -440,7 +440,6 @@ namespace Framework.Constants } public enum FactionTemplateFlags { - EnemySpar = 0x20, // guessed, sparring with enemies? PVP = 0x800, // flagged for PvP ContestedGuard = 0x1000, // faction will attack players that were involved in PvP combats HostileByDefault = 0x2000 diff --git a/Source/Game/AI/CoreAI/UnitAI.cs b/Source/Game/AI/CoreAI/UnitAI.cs index 0d647fc03..0ac4596c6 100644 --- a/Source/Game/AI/CoreAI/UnitAI.cs +++ b/Source/Game/AI/CoreAI/UnitAI.cs @@ -72,25 +72,16 @@ namespace Game.AI if (!me.IsWithinMeleeRange(victim)) return; - bool sparAttack = me.GetFactionTemplateEntry().ShouldSparAttack() && victim.GetFactionTemplateEntry().ShouldSparAttack(); //Make sure our attack is ready and we aren't currently casting before checking distance if (me.isAttackReady()) { - if (sparAttack) - me.FakeAttackerStateUpdate(victim); - else - me.AttackerStateUpdate(victim); - + me.AttackerStateUpdate(victim); me.resetAttackTimer(); } if (me.haveOffhandWeapon() && me.isAttackReady(WeaponAttackType.OffAttack)) { - if (sparAttack) - me.FakeAttackerStateUpdate(victim, WeaponAttackType.OffAttack); - else - me.AttackerStateUpdate(victim, WeaponAttackType.OffAttack); - + me.AttackerStateUpdate(victim, WeaponAttackType.OffAttack); me.resetAttackTimer(WeaponAttackType.OffAttack); } } diff --git a/Source/Game/DataStorage/Structs/F_Records.cs b/Source/Game/DataStorage/Structs/F_Records.cs index 3d09d8bb2..65695a41a 100644 --- a/Source/Game/DataStorage/Structs/F_Records.cs +++ b/Source/Game/DataStorage/Structs/F_Records.cs @@ -99,6 +99,5 @@ namespace Game.DataStorage return EnemyGroup == 0 && FriendGroup == 0; } public bool IsContestedGuardFaction() { return (Flags & (ushort)FactionTemplateFlags.ContestedGuard) != 0; } - public bool ShouldSparAttack() { return (Flags & (ushort)FactionTemplateFlags.EnemySpar) != 0; } } } \ No newline at end of file