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Add proper sound effect for running out of prayer, and clear the overhead icon when that happens.
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parent
9b72e609a5
commit
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1 changed files with 13 additions and 3 deletions
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@ -8,11 +8,13 @@ import core.game.node.entity.combat.ImpactHandler.HitsplatType;
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import core.game.node.entity.impl.Projectile;
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import core.game.node.entity.impl.Projectile;
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import core.game.node.entity.npc.NPC;
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import core.game.node.entity.npc.NPC;
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import core.game.node.entity.player.Player;
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import core.game.node.entity.player.Player;
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import core.game.system.task.Pulse;
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import core.game.world.map.Location;
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import core.game.world.map.Location;
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import core.game.world.map.RegionManager;
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import core.game.world.map.RegionManager;
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import core.game.world.update.flag.context.Graphics;
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import core.game.world.update.flag.context.Graphics;
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import core.tools.RandomFunction;
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import core.tools.RandomFunction;
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import rs09.game.node.entity.skill.skillcapeperks.SkillcapePerks;
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import rs09.game.node.entity.skill.skillcapeperks.SkillcapePerks;
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import rs09.game.world.GameWorld;
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import java.util.ArrayList;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.List;
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@ -62,8 +64,15 @@ public final class Prayer {
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player.getConfigManager().set(type.getConfig(), 0);
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player.getConfigManager().set(type.getConfig(), 0);
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}
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}
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getActive().clear();
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getActive().clear();
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player.getAppearance().setHeadIcon(-1);
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// Clear the overhead prayer icon a tick later
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player.getAppearance().sync();
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GameWorld.getPulser().submit(new Pulse(1) {
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@Override
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public boolean pulse() {
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player.getAppearance().setHeadIcon(-1);
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player.getAppearance().sync();
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return true;
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}
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});
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}
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}
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/**
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/**
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@ -119,6 +128,7 @@ public final class Prayer {
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if(prayerActiveTicks > 0 && prayerActiveTicks % 2 == 0){
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if(prayerActiveTicks > 0 && prayerActiveTicks % 2 == 0){
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if(getPlayer().getSkills().getPrayerPoints() == 0){
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if(getPlayer().getSkills().getPrayerPoints() == 0){
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getPlayer().getAudioManager().send(2672);
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reset();
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reset();
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return;
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return;
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}
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}
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@ -190,4 +200,4 @@ public final class Prayer {
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return active;
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return active;
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}
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}
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}
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}
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