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