Add fix for scenario where a client traveled far distance quickly and mob scanning is too slow; this takes care of all scenarios

This commit is contained in:
Akkadius
2020-07-07 01:19:02 -05:00
parent 520ac3ae46
commit 4e6c3b524f
2 changed files with 17 additions and 13 deletions
+5 -5
View File
@@ -256,9 +256,9 @@ bool Client::Process() {
* Used in aggro checks
*/
if (mob_close_scan_timer.Check()) {
entity_list.ScanCloseMobs(close_mobs, this);
entity_list.ScanCloseMobs(close_mobs, this, true);
}
bool may_use_attacks = false;
/*
Things which prevent us from attacking:
@@ -757,7 +757,7 @@ void Client::BulkSendInventoryItems()
if (ob.tellp() == last_pos)
LogInventory("Serialization failed on item slot [{}] during BulkSendInventoryItems. Item skipped", slot_id);
last_pos = ob.tellp();
}
@@ -836,7 +836,7 @@ void Client::BulkSendMerchantInventory(int merchant_id, int npcid) {
else {
cur_fac_level = GetModCharacterFactionLevel(fac);
}
if (cur_fac_level < ml.faction_required)
continue;
@@ -1170,7 +1170,7 @@ void Client::OPMoveCoin(const EQApplicationPacket* app)
{
return;
}
// could just do a range, but this is clearer and explicit
if
(