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[Performance] Don't process ProjectileAttack checks for NPC's that are not engaged in any combat
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@ -6,6 +6,7 @@ Akkadius: [Performance] Fixed a large overhead issue where every single NPC in a
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Akkadius: [Performance] Removed a timer where clients would constantly calculate light amount on equipment every 600ms, instead
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Akkadius: [Performance] Removed a timer where clients would constantly calculate light amount on equipment every 600ms, instead
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clients will update light when changing equipment or entering a zone
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clients will update light when changing equipment or entering a zone
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Akkadius: [Performance] Disabled enraged timer checks for NPC's that do not actually have enrage as a special attack
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Akkadius: [Performance] Disabled enraged timer checks for NPC's that do not actually have enrage as a special attack
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Akkadius: [Performance] Don't process ProjectileAttack checks for NPC's that are not engaged in any combat
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== 03/27/2017 ==
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== 03/27/2017 ==
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Akkadius: [Performance] Reworked how client to NPC aggro checks are made
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Akkadius: [Performance] Reworked how client to NPC aggro checks are made
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@ -1011,8 +1011,8 @@ void Mob::AI_Process() {
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CastToNPC()->CheckSignal();
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CastToNPC()->CheckSignal();
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}
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}
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if (engaged)
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if (engaged) {
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{
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if (!(m_PlayerState & static_cast<uint32>(PlayerState::Aggressive)))
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if (!(m_PlayerState & static_cast<uint32>(PlayerState::Aggressive)))
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SendAddPlayerState(PlayerState::Aggressive);
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SendAddPlayerState(PlayerState::Aggressive);
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// we are prevented from getting here if we are blind and don't have a target in range
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// we are prevented from getting here if we are blind and don't have a target in range
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@ -1039,8 +1039,7 @@ void Mob::AI_Process() {
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if (!target)
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if (!target)
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return;
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return;
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if (target->IsCorpse())
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if (target->IsCorpse()) {
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{
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RemoveFromHateList(this);
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RemoveFromHateList(this);
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return;
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return;
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}
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}
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@ -1057,6 +1056,8 @@ void Mob::AI_Process() {
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if (DivineAura())
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if (DivineAura())
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return;
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return;
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ProjectileAttack();
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auto npcSpawnPoint = CastToNPC()->GetSpawnPoint();
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auto npcSpawnPoint = CastToNPC()->GetSpawnPoint();
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if (GetSpecialAbility(TETHER)) {
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if (GetSpecialAbility(TETHER)) {
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float tether_range = static_cast<float>(GetSpecialAbilityParam(TETHER, 0));
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float tether_range = static_cast<float>(GetSpecialAbilityParam(TETHER, 0));
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@ -1255,6 +1256,7 @@ void Mob::AI_Process() {
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}
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}
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AI_EngagedCastCheck();
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AI_EngagedCastCheck();
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} //end is within combat rangepet
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} //end is within combat rangepet
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else {
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else {
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//we cannot reach our target...
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//we cannot reach our target...
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17
zone/npc.cpp
17
zone/npc.cpp
@ -587,8 +587,7 @@ void NPC::RemoveCash() {
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bool NPC::Process()
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bool NPC::Process()
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{
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{
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if (IsStunned() && stunned_timer.Check())
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if (IsStunned() && stunned_timer.Check()) {
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{
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Mob::UnStun();
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Mob::UnStun();
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this->spun_timer.Disable();
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this->spun_timer.Disable();
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}
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}
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@ -608,8 +607,7 @@ bool NPC::Process()
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SpellProcess();
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SpellProcess();
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if(tic_timer.Check())
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if (tic_timer.Check()) {
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{
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parse->EventNPC(EVENT_TICK, this, nullptr, "", 0);
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parse->EventNPC(EVENT_TICK, this, nullptr, "", 0);
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BuffProcess();
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BuffProcess();
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@ -632,14 +630,17 @@ bool NPC::Process()
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SetHP(GetHP() + GetNPCHPRegen());
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SetHP(GetHP() + GetNPCHPRegen());
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else
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else
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SetHP(GetHP() + OOCRegen);
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SetHP(GetHP() + OOCRegen);
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} else
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}
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else
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SetHP(GetHP() + GetNPCHPRegen());
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SetHP(GetHP() + GetNPCHPRegen());
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} else if(GetHP() < GetMaxHP() && GetOwnerID() !=0) {
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}
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else if (GetHP() < GetMaxHP() && GetOwnerID() != 0) {
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if (!IsEngaged()) //pet
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if (!IsEngaged()) //pet
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SetHP(GetHP() + GetNPCHPRegen() + bonus + (GetLevel() / 5));
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SetHP(GetHP() + GetNPCHPRegen() + bonus + (GetLevel() / 5));
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else
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else
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SetHP(GetHP() + GetNPCHPRegen() + bonus);
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SetHP(GetHP() + GetNPCHPRegen() + bonus);
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} else
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}
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else
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SetHP(GetHP() + GetNPCHPRegen());
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SetHP(GetHP() + GetNPCHPRegen());
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if (GetMana() < GetMaxMana()) {
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if (GetMana() < GetMaxMana()) {
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@ -693,8 +694,6 @@ bool NPC::Process()
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viral_timer_counter = 0;
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viral_timer_counter = 0;
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}
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}
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ProjectileAttack();
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if(spellbonuses.GravityEffect == 1) {
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if(spellbonuses.GravityEffect == 1) {
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if(gravity_timer.Check())
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if(gravity_timer.Check())
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DoGravityEffect();
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DoGravityEffect();
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@ -956,7 +956,6 @@ void Mob::ProjectileAttack()
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{
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{
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if (!HasProjectileAttack())
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if (!HasProjectileAttack())
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return;
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return;
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;
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Mob *target = nullptr;
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Mob *target = nullptr;
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bool disable = true;
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bool disable = true;
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