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  1. #1
    lambhawk's Avatar Private
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    [FIXED] Slowed running visual

    Hi there,

    So I have this problem on an emu I'm developing, where a player has a slowing effect (say, Hamstring for example), the character's slowed visual is sort of like a slowed walk, rather than a slow-motion run animation as it should be. It has to be a client trigger, either a flag or something, but I have no idea. Anyone have any insight on this?

    [FIXED]
    Last edited by lambhawk; 04-02-2014 at 12:19 AM.

    Slowed running visual
  2. #2
    stoneharry's Avatar Moderator Harry


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    There are different packets for movement. The packet for walking (or flagged as having walk flags) is being used. I haven't researched much into the system, but you need to get the run packet being used.

    You need to trace through the code and set it how you want, this is all the possible flags:

    Code:
    static MovementFlagName MoveFlagsToNames[] =
    {
    	{ MOVEFLAG_MOVE_STOP, "MOVEFLAG_MOVE_STOP" },
    	{ MOVEFLAG_MOVE_FORWARD, "MOVEFLAG_MOVE_FORWARD" },
    	{ MOVEFLAG_MOVE_BACKWARD, "MOVEFLAG_MOVE_BACKWARD" },
    	{ MOVEFLAG_STRAFE_LEFT, "MOVEFLAG_STRAFE_LEFT" },
    	{ MOVEFLAG_STRAFE_RIGHT, "MOVEFLAG_STRAFE_RIGHT" },
    	{ MOVEFLAG_TURN_LEFT, "MOVEFLAG_TURN_LEFT" },
    	{ MOVEFLAG_TURN_RIGHT, "MOVEFLAG_TURN_RIGHT" },
    	{ MOVEFLAG_PITCH_DOWN, "MOVEFLAG_PITCH_DOWN" },
    	{ MOVEFLAG_PITCH_UP, "MOVEFLAG_PITCH_UP" },
    	{ MOVEFLAG_WALK, "MOVEFLAG_WALK" },
    	{ MOVEFLAG_TRANSPORT, "MOVEFLAG_TRANSPORT" },
    	{ MOVEFLAG_NO_COLLISION, "MOVEFLAG_NO_COLLISION" },
    	{ MOVEFLAG_ROOTED, "MOVEFLAG_FLYING" },
    	{ MOVEFLAG_JUMPING, "MOVEFLAG_JUMPING" },
    	{ MOVEFLAG_FALLING, "MOVEFLAG_FALLING" },
    	{ MOVEFLAG_FALLING_FAR, "MOVEFLAG_FALLING_FAR" },
    	{ MOVEFLAG_FREE_FALLING, "MOVEFLAG_FREE_FALLING" },
    	{ MOVEFLAG_TB_PENDING_STOP, "MOVEFLAG_TB_PENDING_STOP" },
    	{ MOVEFLAG_TB_PENDING_UNSTRAFE, "MOVEFLAG_TB_PENDING_UNSTRAFE" },
    	{ MOVEFLAG_TB_PENDING_FALL, "MOVEFLAG_TB_PENDING_FALL" },
    	{ MOVEFLAG_TB_PENDING_FORWARD, "MOVEFLAG_TB_PENDING_FORWARD" },
    	{ MOVEFLAG_TB_PENDING_BACKWARD, "MOVEFLAG_TB_PENDING_BACKWARD" },
    	{ MOVEFLAG_SWIMMING, "MOVEFLAG_SWIMMING" },
    	{ MOVEFLAG_ASCENDING, "MOVEFLAG_ASCENDING" },
    	{ MOVEFLAG_CAN_FLY, "MOVEFLAG_CAN_FLY" },
    	{ MOVEFLAG_AIR_SWIMMING, "MOVEFLAG_AIR_SWIMMING" },
    	{ MOVEFLAG_SPLINE_ENABLED, "MOVEFLAG_SPLINE_ENABLED" },
    	{ MOVEFLAG_WATER_WALK, "MOVEFLAG_WATER_WALK" },
    	{ MOVEFLAG_FEATHER_FALL, "MOVEFLAG_FEATHER_FALL" },
    	{ MOVEFLAG_LEVITATE, "MOVEFLAG_LEVITATE" },
    	{ MOVEFLAG_LOCAL, "MOVEFLAG_LOCAL" },
    };

  3. #3
    lambhawk's Avatar Private
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    I already checked that, or well our walk_flag, I checked that and it's not being used. As far as I can tell, we aren't modifying movement flags at all when a player gets slowed.

  4. #4
    stoneharry's Avatar Moderator Harry


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    Originally Posted by lambhawk View Post
    I already checked that, or well our walk_flag, I checked that and it's not being used. As far as I can tell, we aren't modifying movement flags at all when a player gets slowed.
    The client may request to be slowed because it knows it is moving at a slower speed, or something. Check if the player actually has the walk flag when you are slowed.

    I don't really know much about the system at all, so that is as far as I can help. It might not be feasible, since on retail when you are slowed you don't run slow but walk slow (depending on how far slowed).

  5. #5
    lambhawk's Avatar Private
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    Thank for the replies, I appreciate your help.

    For anyone else who may have an idea, feel free to chime in.

  6. #6
    lambhawk's Avatar Private
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    Gonna bump this in case someone has any ideas.

  7. #7
    lambhawk's Avatar Private
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    Fixed it, was so simple too...

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