Performance adjustment to SendPosition update logic

This commit is contained in:
Akkadius 2017-07-13 00:52:42 -05:00
parent c8b20ecb1a
commit be0374d197

View File

@ -1445,7 +1445,7 @@ void Mob::SendPosition()
MakeSpawnUpdateNoDelta(spu);
/* When an NPC has made a large distance change - we should update all clients to prevent "ghosts" */
if (DistanceNoZ(last_major_update_position, m_Position) > 100) {
if (DistanceSquared(last_major_update_position, m_Position) > (100 * 100)) {
entity_list.QueueClients(this, app, true, true);
last_major_update_position = m_Position;
}