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Fix issue with heading being incorrectly handled
So we've been doing heading wrong all these years. You will need to run a script to fix your quests and required SQL to fix DB. This fixes a ton of random issues with headings and as gives us a better resolution on headings :P
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@@ -4402,7 +4402,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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return;
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}
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auto boat_delta = glm::vec4(ppu->delta_x, ppu->delta_y, ppu->delta_z, ppu->delta_heading);
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auto boat_delta = glm::vec4(ppu->delta_x, ppu->delta_y, ppu->delta_z, EQ10toFloat(ppu->delta_heading));
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boat->SetDelta(boat_delta);
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auto outapp = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
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@@ -4412,7 +4412,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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safe_delete(outapp);
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/* Update the boat's position on the server, without sending an update */
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boat->GMMove(ppu->x_pos, ppu->y_pos, ppu->z_pos, EQ19toFloat(ppu->heading), false);
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boat->GMMove(ppu->x_pos, ppu->y_pos, ppu->z_pos, EQ12toFloat(ppu->heading), false);
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return;
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}
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else return;
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@@ -4557,7 +4557,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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}
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/* Update internal state */
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m_Delta = glm::vec4(ppu->delta_x, ppu->delta_y, ppu->delta_z, ppu->delta_heading);
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m_Delta = glm::vec4(ppu->delta_x, ppu->delta_y, ppu->delta_z, EQ10toFloat(ppu->delta_heading));
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if (IsTracking() && ((m_Position.x != ppu->x_pos) || (m_Position.y != ppu->y_pos))) {
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if (zone->random.Real(0, 100) < 70)//should be good
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@@ -4610,7 +4610,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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}
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}
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float new_heading = EQ19toFloat(ppu->heading);
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float new_heading = EQ12toFloat(ppu->heading);
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int32 new_animation = ppu->animation;
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/* Update internal server position from what the client has sent */
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@@ -4629,7 +4629,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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if (is_client_moving || new_heading != m_Position.w || new_animation != animation) {
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animation = ppu->animation;
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m_Position.w = EQ19toFloat(ppu->heading);
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m_Position.w = EQ12toFloat(ppu->heading);
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/* Broadcast update to other clients */
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auto outapp = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
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