Improvements:
1. Resurrection logic improved for battlegrounds, especially for classes that move backwards.
2. Override of release, targeting and loot logic now possible in custom classes. Very useful for dungeons crawling.3. Icewing Bunker is no longer having its walls humped - blackspot added.
4. Improved stop logic for melee combat.
Can someone please point me in the right direction in regards to overriding these functions.
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1. Resurrection logic improved for battlegrounds, especially for classes that move backwards.
2. Override of release, targeting and loot logic now possible in custom classes. Very useful for dungeons crawling.3. Icewing Bunker is no longer having its walls humped - blackspot added.
4. Improved stop logic for melee combat.
Can someone please point me in the right direction in regards to overriding these functions.
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Code:
SequenceManager.AddSequenceExecutorOverride(Sequence.ReleaseSpirit, MyReleaseSpirit);
private static void MyReleaseSpirit()
{
List<string> hasSoulstone = Lua.LuaGetReturnValue("return HasSoulstone()", "hax.lua");
if (hasSoulstone != null && hasSoulstone.Count > 0 && hasSoulstone[0].ToLower() != "nil")
{
Lua.DoString("UseSoulstone()");
int tickCount = Environment.TickCount;
while (!ObjectManager.Me.IsAlive && Environment.TickCount - tickCount < 7500)
Thread.Sleep(100);
if (ObjectManager.Me.IsAlive)
return;
}
SequenceManager.CallDefaultSequenceExecutor(Sequence.ReleaseSpirit);
}