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[Code Cleanup] Optimization Code Cleanup (#4489)
* Initial push * More * More * Further simplify * More cleanup * More consolidation * Fix * Update * Update npc.cpp --------- Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
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+3
-32
@@ -121,7 +121,7 @@ bool Client::Process() {
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}
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/* I haven't naturally updated my position in 10 seconds, updating manually */
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if (!IsMoving() && position_update_timer.Check()) {
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if (!IsMoving() && m_position_update_timer.Check()) {
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SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0);
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}
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@@ -281,13 +281,7 @@ bool Client::Process() {
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}
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}
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/**
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* Scan close range mobs
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* Used in aggro checks
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*/
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if (mob_close_scan_timer.Check()) {
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entity_list.ScanCloseMobs(close_mobs, this, IsMoving());
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}
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ScanCloseMobProcess();
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if (RuleB(Inventory, LazyLoadBank)) {
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// poll once a second to see if we are close to a banker and we haven't loaded the bank yet
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@@ -608,30 +602,7 @@ bool Client::Process() {
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}
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}
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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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// only if client is not feigned
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if (zone->CanDoCombat() && ret && !GetFeigned() && client_scan_npc_aggro_timer.Check()) {
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int npc_scan_count = 0;
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for (auto & close_mob : close_mobs) {
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Mob *mob = close_mob.second;
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if (!mob) {
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continue;
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}
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if (mob->IsClient()) {
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continue;
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}
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if (mob->CheckWillAggro(this) && !mob->CheckAggro(this)) {
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mob->AddToHateList(this, 25);
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}
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npc_scan_count++;
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}
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LogAggro("Checking Reverse Aggro (client->npc) scanned_npcs ([{}])", npc_scan_count);
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}
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ClientToNpcAggroProcess();
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if (client_state != CLIENT_LINKDEAD && (client_state == CLIENT_ERROR || client_state == DISCONNECTED || client_state == CLIENT_KICKED || !eqs->CheckState(ESTABLISHED)))
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{
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