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[Position Updates] Bulk updates when player has moved far enough - eliminates client ghosting on rez/gates/summon as well as npc ghosting
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+14
-4
@@ -243,15 +243,21 @@ bool Client::Process() {
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/* Build a close range list of NPC's */
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if (npc_close_scan_timer.Check()) {
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close_mobs.clear();
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auto &mob_list = entity_list.GetMobList();
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float scan_range = (RuleI(Range, ClientNPCScan) * RuleI(Range, ClientNPCScan));
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float client_update_range = (RuleI(Range, MobPositionUpdates) * RuleI(Range, MobPositionUpdates));
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/* Force spawn updates when traveled far */
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bool force_spawn_updates = false;
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float client_update_range = (RuleI(Range, ClientForceSpawnUpdateRange) * RuleI(Range, ClientForceSpawnUpdateRange));
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if (DistanceSquared(last_major_update_position, m_Position) >= client_update_range) {
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last_major_update_position = m_Position;
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force_spawn_updates = true;
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}
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float scan_range = (RuleI(Range, ClientNPCScan) * RuleI(Range, ClientNPCScan));
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auto &mob_list = entity_list.GetMobList();
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for (auto itr = mob_list.begin(); itr != mob_list.end(); ++itr) {
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Mob* mob = itr->second;
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float distance = DistanceSquared(m_Position, mob->GetPosition());
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if (mob->IsNPC()) {
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if (distance <= scan_range) {
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@@ -261,6 +267,10 @@ bool Client::Process() {
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close_mobs.insert(std::pair<Mob *, float>(mob, distance));
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}
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}
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if (force_spawn_updates && mob != this && distance <= client_update_range)
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mob->SendPositionUpdateToClient(this);
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}
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}
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