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Fix for issue #489. Secondary/Ranged were returning the delay of the main hand.

devn00b 1 jaar geleden
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7c95b36ac2
1 gewijzigde bestanden met toevoegingen van 2 en 2 verwijderingen
  1. 2 2
      EQ2/source/WorldServer/Entity.h

+ 2 - 2
EQ2/source/WorldServer/Entity.h

@@ -647,8 +647,8 @@ struct InfoStruct{
 	int8	get_attack_type() { std::lock_guard<std::mutex> lk(classMutex); return attack_type_; }
 
 	int16	get_primary_weapon_delay() { std::lock_guard<std::mutex> lk(classMutex); return primary_weapon_delay_; }
-	int16	get_secondary_weapon_delay() { std::lock_guard<std::mutex> lk(classMutex); return primary_weapon_delay_; }
-	int16	get_ranged_weapon_delay() { std::lock_guard<std::mutex> lk(classMutex); return primary_weapon_delay_; }
+	int16	get_secondary_weapon_delay() { std::lock_guard<std::mutex> lk(classMutex); return secondary_weapon_delay_; }
+	int16	get_ranged_weapon_delay() { std::lock_guard<std::mutex> lk(classMutex); return ranged_weapon_delay_; }
 	
 	int8	get_override_primary_weapon() { std::lock_guard<std::mutex> lk(classMutex); return override_primary_weapon_; }
 	int8	get_override_secondary_weapon() { std::lock_guard<std::mutex> lk(classMutex); return override_secondary_weapon_; }