Fix issues with NPC's ghosting who path for long distances, this should wrap up the small remainder of ghosting edge cases

This commit is contained in:
Akkadius
2017-11-21 21:25:20 -06:00
parent 52d31a6846
commit b03e9af597
3 changed files with 88 additions and 74 deletions
+5 -2
View File
@@ -162,6 +162,8 @@ public:
inline virtual bool IsMob() const { return true; }
inline virtual bool InZone() const { return true; }
bool is_distance_roamer;
//Somewhat sorted: needs documenting!
//Attack
@@ -954,7 +956,7 @@ public:
void SendTo(float new_x, float new_y, float new_z);
void SendToFixZ(float new_x, float new_y, float new_z);
float GetZOffset() const;
void FixZ(int32 z_find_offset = 5);
void FixZ(int32 z_find_offset = 5);
void NPCSpecialAttacks(const char* parse, int permtag, bool reset = true, bool remove = false);
inline uint32 DontHealMeBefore() const { return pDontHealMeBefore; }
inline uint32 DontBuffMeBefore() const { return pDontBuffMeBefore; }
@@ -1225,7 +1227,8 @@ protected:
uint32 npctype_id;
glm::vec4 m_Position;
/* Used to determine when an NPC has traversed so many units - to send a zone wide pos update */
glm::vec4 last_major_update_position;
glm::vec4 last_major_update_position;
int animation; // this is really what MQ2 calls SpeedRun just packed like (int)(SpeedRun * 40.0f)
float base_size;
float size;