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[Performance] Reduced CPU footprint in non-combat zones doing constant checks for combat related activities
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@ -1,5 +1,8 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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-------------------------------------------------------
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== 03/25/2017 ==
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Akkadius: Reduced CPU footprint in non-combat zones doing constant checks for combat related activities
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== 03/12/2017 ==
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== 03/12/2017 ==
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Akkadius:
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Akkadius:
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- Implemented range rules for packets and other functions
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- Implemented range rules for packets and other functions
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@ -616,7 +616,7 @@ bool Client::Process() {
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//At this point, we are still connected, everything important has taken
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//At this point, we are still connected, everything important has taken
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//place, now check to see if anybody wants to aggro us.
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//place, now check to see if anybody wants to aggro us.
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// only if client is not feigned
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// only if client is not feigned
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if(ret && !GetFeigned() && scanarea_timer.Check()) {
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if(zone->CanDoCombat() && ret && !GetFeigned() && scanarea_timer.Check()) {
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entity_list.CheckClientAggro(this);
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entity_list.CheckClientAggro(this);
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}
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}
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#endif
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#endif
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@ -726,6 +726,7 @@ void Client::AI_SpellCast()
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void Client::AI_Process()
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void Client::AI_Process()
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{
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{
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if (!IsAIControlled())
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if (!IsAIControlled())
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return;
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return;
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@ -956,6 +957,10 @@ void Mob::AI_Process() {
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bool engaged = IsEngaged();
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bool engaged = IsEngaged();
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bool doranged = false;
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bool doranged = false;
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if (!zone->CanDoCombat()) {
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engaged = false;
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}
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// Begin: Additions for Wiz Fear Code
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// Begin: Additions for Wiz Fear Code
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//
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//
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if(RuleB(Combat, EnableFearPathing)){
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if(RuleB(Combat, EnableFearPathing)){
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@ -1022,7 +1027,8 @@ void Mob::AI_Process() {
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if (!target) {
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if (!target) {
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SetTarget(hate_list.GetEntWithMostHateOnList(this));
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SetTarget(hate_list.GetEntWithMostHateOnList(this));
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}
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}
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} else {
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}
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else {
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if (!ImprovedTaunt())
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if (!ImprovedTaunt())
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SetTarget(hate_list.GetEntWithMostHateOnList(this));
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SetTarget(hate_list.GetEntWithMostHateOnList(this));
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}
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}
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@ -1059,7 +1065,8 @@ void Mob::AI_Process() {
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if (DistanceSquaredNoZ(m_Position, npcSpawnPoint) > tether_range) {
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if (DistanceSquaredNoZ(m_Position, npcSpawnPoint) > tether_range) {
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GMMove(npcSpawnPoint.x, npcSpawnPoint.y, npcSpawnPoint.z, npcSpawnPoint.w);
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GMMove(npcSpawnPoint.x, npcSpawnPoint.y, npcSpawnPoint.z, npcSpawnPoint.w);
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}
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}
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} else if(GetSpecialAbility(LEASH)) {
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}
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else if (GetSpecialAbility(LEASH)) {
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float leash_range = static_cast<float>(GetSpecialAbilityParam(LEASH, 0));
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float leash_range = static_cast<float>(GetSpecialAbilityParam(LEASH, 0));
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leash_range = leash_range > 0.0f ? leash_range * leash_range : pAggroRange * pAggroRange;
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leash_range = leash_range > 0.0f ? leash_range * leash_range : pAggroRange * pAggroRange;
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@ -1263,7 +1270,8 @@ void Mob::AI_Process() {
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AI_walking_timer->Start(100);
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AI_walking_timer->Start(100);
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pLastFightingDelayMoving = Timer::GetCurrentTime();
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pLastFightingDelayMoving = Timer::GetCurrentTime();
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return;
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return;
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} else if(tar != nullptr) {
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}
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else if (tar != nullptr) {
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SetTarget(tar);
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SetTarget(tar);
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return;
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return;
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}
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}
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@ -1311,11 +1319,12 @@ void Mob::AI_Process() {
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}
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}
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}
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}
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}
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}
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else
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else {
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{
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if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
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if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
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SendRemovePlayerState(PlayerState::Aggressive);
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SendRemovePlayerState(PlayerState::Aggressive);
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if(AI_feign_remember_timer->Check()) {
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if(!zone->CanDoCombat() && AI_feign_remember_timer->Check()) {
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// 6/14/06
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// 6/14/06
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// Improved Feign Death Memory
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// Improved Feign Death Memory
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// check to see if any of our previous feigned targets have gotten up.
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// check to see if any of our previous feigned targets have gotten up.
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@ -1340,7 +1349,7 @@ void Mob::AI_Process() {
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{
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{
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//we processed a spell action, so do nothing else.
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//we processed a spell action, so do nothing else.
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}
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}
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else if (AI_scan_area_timer->Check())
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else if (!zone->CanDoCombat() && AI_scan_area_timer->Check())
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{
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{
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/*
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/*
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* This is where NPCs look around to see if they want to attack anybody.
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* This is where NPCs look around to see if they want to attack anybody.
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