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synced 2026-05-19 13:28:25 +00:00
Some small tweaks to reduce the amount of SendPosUpdates() are actually getting sent out on the wire.
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+9
-5
@@ -1395,19 +1395,23 @@ void Mob::SendPosUpdate(uint8 iSendToSelf) {
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MakeSpawnUpdate(spu);
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if (iSendToSelf == 2) {
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if (this->IsClient())
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this->CastToClient()->FastQueuePacket(&app,false);
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if (IsClient()) {
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CastToClient()->FastQueuePacket(&app,false);
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}
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}
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else
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{
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if(move_tic_count == RuleI(Zone, NPCPositonUpdateTicCount))
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{
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entity_list.QueueClients(this, app, (iSendToSelf==0), false);
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entity_list.QueueClients(this, app, (iSendToSelf == 0), false);
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move_tic_count = 0;
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}
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else
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else if(move_tic_count % 2 == 0)
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{
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entity_list.QueueCloseClients(this, app, (iSendToSelf==0), 800, nullptr, false);
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entity_list.QueueCloseClients(this, app, (iSendToSelf == 0), 700, nullptr, false);
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move_tic_count++;
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}
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else {
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move_tic_count++;
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}
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}
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