Redoing movement to introduce proper rotation

This commit is contained in:
KimLS
2018-09-24 22:41:53 -07:00
parent 1aa97957d8
commit 29ea65a71e
25 changed files with 423 additions and 1311 deletions
-50
View File
@@ -2650,56 +2650,6 @@ void EntityList::RemoveDebuffs(Mob *caster)
}
}
// Currently, a new packet is sent per entity.
// @todo: Come back and use FLAG_COMBINED to pack
// all updates into one packet.
void EntityList::SendPositionUpdates(Client *client, uint32 cLastUpdate, float update_range, Entity *always_send, bool iSendEvenIfNotChanged)
{
// update_range = (update_range * update_range);
//
// EQApplicationPacket *outapp = 0;
// PlayerPositionUpdateServer_Struct *ppu = 0;
// Mob *mob = 0;
//
// auto it = mob_list.begin();
// while (it != mob_list.end()) {
//
// mob = it->second;
//
// if (
// mob && !mob->IsCorpse()
// && (it->second != client)
// && (mob->IsClient() || iSendEvenIfNotChanged || (mob->LastChange() >= cLastUpdate))
// && (it->second->ShouldISpawnFor(client))
// ) {
// if (
// update_range == 0
// || (it->second == always_send)
// || mob->IsClient()
// || (DistanceSquared(mob->GetPosition(), client->GetPosition()) <= update_range)
// ) {
// if (mob && mob->IsClient() && mob->GetID() > 0) {
// client->QueuePacket(outapp, false, Client::CLIENT_CONNECTED);
//
// if (outapp == 0) {
// outapp = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
// ppu = (PlayerPositionUpdateServer_Struct*)outapp->pBuffer;
// }
//
// mob->MakeSpawnUpdate(ppu);
//
// safe_delete(outapp);
// outapp = 0;
// }
// }
// }
//
// ++it;
// }
//
// safe_delete(outapp);
}
char *EntityList::MakeNameUnique(char *name)
{
bool used[300];