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[Performance] Client / NPC Position Update Optimizations (#4602)
* Zone optimizations * More changes * More * Update entity.cpp * Beautiful * Amazing * Feature flag all logic * Broadcast to group * Update mob.cpp * Updates * Update client.cpp * Update client.cpp * Add rule Zone:EnableEntityClipping * Little bit of cleanup * Don't send update to self while in group * Remove visibility work and feature flags * Cleanup * Logging * Improve CheckSendBulkNpcPositions * No need to cast * Field cleanup * Build initial list on zone-in
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+4
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@@ -7378,15 +7378,17 @@ void Mob::SetHP(int64 hp)
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void Mob::DrawDebugCoordinateNode(std::string node_name, const glm::vec4 vec)
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{
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NPC *node = nullptr;
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NPC *node = nullptr;
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for (const auto &n: entity_list.GetNPCList()) {
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if (n.second->GetCleanName() == node_name) {
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if (n.second->GetEntityVariable("node_parent_id") == std::to_string(GetID())) {
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node = n.second;
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break;
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}
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}
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if (!node) {
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node = NPC::SpawnNodeNPC(node_name, "", GetPosition());
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node->SetEntityVariable("node_parent_id", std::to_string(GetID()));
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}
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}
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