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[Performance] Reduce CorpseOwnerOnline S2S Chatter to World (#4795)
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@ -54,7 +54,7 @@ RULE_INT(Character, CorpseDecayTime, 604800000, "Time after which the corpse dec
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RULE_INT(Character, EmptyCorpseDecayTime, 10800000, "Time after which an empty corpse decays (milliseconds) DEFAULT: 10800000 (3 Hours)")
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RULE_INT(Character, CorpseResTime, 10800000, "Time after which the corpse can no longer be resurrected (milliseconds) DEFAULT: 10800000 (3 Hours)")
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RULE_INT(Character, DuelCorpseResTime, 600000, "Time before cant res corpse after a duel (milliseconds) DEFAULT: 600000 (10 Minutes)")
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RULE_INT(Character, CorpseOwnerOnlineTime, 30000, "How often corpse will check if its owner is online DEFAULT: 30000 (30 Seconds)")
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RULE_INT(Character, CorpseOwnerOnlineCheckTime, 300, "How often corpse will check if its owner is online DEFAULT: 300 (5 minutes)")
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RULE_BOOL(Character, LeaveCorpses, true, "Setting whether you leave a corpse behind")
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RULE_BOOL(Character, LeaveNakedCorpses, false, "Setting whether you leave a corpse without items")
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RULE_INT(Character, MaxDraggedCorpses, 2, "Maximum number of corpses you can drag at once")
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@ -290,7 +290,7 @@ Corpse::Corpse(Client *c, int32 rez_exp, KilledByTypes in_killed_by) : Mob(
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m_corpse_graveyard_timer.SetTimer(RuleI(Zone, GraveyardTimeMS));
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m_loot_cooldown_timer.SetTimer(10);
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m_check_rezzable_timer.SetTimer(1000);
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m_check_owner_online_timer.SetTimer(RuleI(Character, CorpseOwnerOnlineTime));
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m_check_owner_online_timer.SetTimer(RuleI(Character, CorpseOwnerOnlineCheckTime) * 1000);
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m_corpse_rezzable_timer.Disable();
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SetRezTimer(true);
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@ -583,7 +583,7 @@ Corpse::Corpse(
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m_corpse_delay_timer.SetTimer(RuleI(NPC, CorpseUnlockTimer));
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m_corpse_graveyard_timer.SetTimer(RuleI(Zone, GraveyardTimeMS));
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m_loot_cooldown_timer.SetTimer(10);
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m_check_owner_online_timer.SetTimer(RuleI(Character, CorpseOwnerOnlineTime));
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m_check_owner_online_timer.SetTimer(RuleI(Character, CorpseOwnerOnlineCheckTime) * 1000);
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m_check_rezzable_timer.SetTimer(1000);
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m_corpse_rezzable_timer.Disable();
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