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Client position updates should be smoother (granted the client has a good connection)
Clients should also no longer randomly disappear
This commit is contained in:
+5
-4
@@ -320,7 +320,7 @@ public:
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bool GetRevoked() const { return revoked; }
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void SetRevoked(bool rev) { revoked = rev; }
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inline uint32 GetIP() const { return ip; }
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inline bool GetHideMe() const { return gmhideme; }
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inline bool GetHideMe() const { return gm_hide_me; }
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void SetHideMe(bool hm);
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inline uint16 GetPort() const { return port; }
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bool IsDead() const { return(dead); }
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@@ -1072,7 +1072,7 @@ public:
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void Signal(uint32 data);
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Mob *GetBindSightTarget() { return bind_sight_target; }
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void SetBindSightTarget(Mob *n) { bind_sight_target = n; }
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const uint16 GetBoatID() const { return BoatID; }
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const uint16 GetBoatID() const { return controlling_boat_id; }
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void SendRewards();
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bool TryReward(uint32 claim_id);
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QGlobalCache *GetQGlobals() { return qGlobals; }
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@@ -1376,7 +1376,7 @@ private:
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bool duelaccepted;
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std::list<uint32> keyring;
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bool tellsoff; // GM /toggle
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bool gmhideme;
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bool gm_hide_me;
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bool LFG;
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bool LFP;
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uint8 LFGFromLevel;
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@@ -1396,7 +1396,7 @@ private:
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uint32 weight;
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bool berserk;
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bool dead;
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uint16 BoatID;
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uint16 controlling_boat_id;
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uint16 TrackingID;
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uint16 CustomerID;
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uint16 TraderID;
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@@ -1487,6 +1487,7 @@ private:
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Timer npc_close_scan_timer;
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Timer hp_self_update_throttle_timer; /* This is to prevent excessive packet sending under trains/fast combat */
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Timer hp_other_update_throttle_timer; /* This is to keep clients from DOSing the server with macros that change client targets constantly */
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Timer position_update_timer; /* Timer used when client hasn't updated within a 10 second window */
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glm::vec3 m_Proximity;
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void BulkSendInventoryItems();
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