Core/Players: turn rune cooldowns into floats and change their cooldown calculation to get closer to what the other power types do

This commit is contained in:
Ovahlord
2024-07-12 02:58:00 +02:00
parent 3751c13834
commit 20a8c46a72
7 changed files with 31 additions and 44 deletions
+2 -2
View File
@@ -776,8 +776,8 @@ void Object::BuildMovementUpdate(ByteBuffer* data, CreateObjectBits flags, Playe
*data << uint8((1 << MAX_RUNES) - 1);
*data << uint8(player->GetRunesState());
*data << uint32(MAX_RUNES);
for (uint32 i = 0; i < MAX_RUNES; ++i)
*data << uint8(player->GetRuneCooldown(i) * uint32(255) / uint32(RUNE_BASE_COOLDOWN));
for (uint8 i = 0; i < MAX_RUNES; ++i)
*data << uint8((1.0f - player->GetRuneCooldown(i)) * uint32(255));
}
if (HasActionButtons)
{