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https://github.com/EQEmu/Server.git
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Merge branch 'master' into eqstream
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@@ -4371,7 +4371,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
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PlayerPositionUpdateServer_Struct* ppus = (PlayerPositionUpdateServer_Struct*)outapp->pBuffer;
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boat->MakeSpawnUpdate(ppus);
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entity_list.QueueCloseClients(boat,outapp,true,300,this,false);
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entity_list.QueueCloseClients(boat, outapp, true, 300, this, false);
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safe_delete(outapp);
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// update the boat's position on the server, without sending an update
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boat->GMMove(ppu->x_pos, ppu->y_pos, ppu->z_pos, EQ19toFloat(ppu->heading), false);
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@@ -4605,9 +4605,9 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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PlayerPositionUpdateServer_Struct* ppu = (PlayerPositionUpdateServer_Struct*)outapp->pBuffer;
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MakeSpawnUpdate(ppu);
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if (gmhideme)
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entity_list.QueueClientsStatus(this,outapp,true,Admin(),250);
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entity_list.QueueClientsStatus(this, outapp, true, Admin(), 250);
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else
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entity_list.QueueCloseClients(this,outapp,true,300,nullptr,false);
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entity_list.QueueCloseClients(this, outapp, true, 300, nullptr, false);
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safe_delete(outapp);
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}
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@@ -5487,7 +5487,7 @@ void Client::Handle_OP_Emote(const EQApplicationPacket *app)
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}
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else
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*/
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entity_list.QueueCloseClients(this, outapp, true, 100, 0, true, FilterSocials);
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entity_list.QueueCloseClients(this, outapp, true, RuleI(Range, Emote), 0, true, FilterSocials);
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safe_delete(outapp);
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return;
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