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Refactor Revive Command + fix syntax error
No idea how I missed the syntax error while reviewing
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Melledy
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Melledy
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Apr 21, 2022
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66 changes: 33 additions & 33 deletions
66
.../grasscutter/command/commands/Revive.java → ...utter/command/commands/ReviveCommand.java
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package emu.grasscutter.command.commands; | ||
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import emu.grasscutter.command.Command; | ||
import emu.grasscutter.command.CommandHandler; | ||
import emu.grasscutter.game.GenshinPlayer; | ||
import emu.grasscutter.game.TeamManager; | ||
//import emu.grasscutter.game.avatar.GenshinAvatar; | ||
//import emu.grasscutter.game.TeamInfo; | ||
import emu.grasscutter.game.entity.EntityAvatar; | ||
import emu.grasscutter.game.props.FightProperty; | ||
import emu.grasscutter.server.packet.send.PacketAvatarFightPropUpdateNotify; | ||
import emu.grasscutter.server.packet.send.PacketAvatarLifeStateChangeNotify; | ||
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import java.util.List; | ||
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@Command(label = "revive", aliases = {"rev"}, | ||
usage = "revive|rev", description = "Revive character(s) that died)") | ||
public class Revive implements CommandHandler { | ||
//private Object teamId; | ||
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@Override | ||
public void execute(GenshinPlayer player, List<String> args) { | ||
for (EntityAvatar entity2 : TeamManager.getActiveTeam()) { | ||
entity2.setFightProperty( | ||
FightProperty.FIGHT_PROP_CUR_HP, | ||
entity2.getFightProperty(FightProperty.FIGHT_PROP_MAX_HP) * .4f | ||
); | ||
player.sendPacket(new PacketAvatarFightPropUpdateNotify(entity2.getAvatar(), FightProperty.FIGHT_PROP_CUR_HP)); | ||
player.sendPacket(new PacketAvatarLifeStateChangeNotify(entity2.getAvatar())); | ||
} | ||
player.dropMessage("Character revived."); | ||
} | ||
} | ||
package emu.grasscutter.command.commands; | ||
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import emu.grasscutter.command.Command; | ||
import emu.grasscutter.command.CommandHandler; | ||
import emu.grasscutter.game.GenshinPlayer; | ||
import emu.grasscutter.game.TeamManager; | ||
//import emu.grasscutter.game.avatar.GenshinAvatar; | ||
//import emu.grasscutter.game.TeamInfo; | ||
import emu.grasscutter.game.entity.EntityAvatar; | ||
import emu.grasscutter.game.props.FightProperty; | ||
import emu.grasscutter.server.packet.send.PacketAvatarFightPropUpdateNotify; | ||
import emu.grasscutter.server.packet.send.PacketAvatarLifeStateChangeNotify; | ||
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import java.util.List; | ||
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@Command(label = "revive", aliases = {"rev"}, | ||
usage = "revive|rev", description = "Revive character(s) that died)") | ||
public class ReviveCommand implements CommandHandler { | ||
//private Object teamId; | ||
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@Override | ||
public void execute(GenshinPlayer player, List<String> args) { | ||
for (EntityAvatar entity2 : player.getTeamManager().getActiveTeam()) { | ||
entity2.setFightProperty( | ||
FightProperty.FIGHT_PROP_CUR_HP, | ||
entity2.getFightProperty(FightProperty.FIGHT_PROP_MAX_HP) * .4f | ||
); | ||
player.sendPacket(new PacketAvatarFightPropUpdateNotify(entity2.getAvatar(), FightProperty.FIGHT_PROP_CUR_HP)); | ||
player.sendPacket(new PacketAvatarLifeStateChangeNotify(entity2.getAvatar())); | ||
} | ||
player.dropMessage("Character revived."); | ||
} | ||
} |