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Adjust ghosting algorithm to work much better for super large zones as well
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+6
-1
@@ -126,6 +126,9 @@ public:
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bool Process();
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bool SaveZoneCFG();
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int GetNpcPositionUpdateDistance() const;
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void SetNpcPositionUpdateDistance(int in_npc_position_update_distance);
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char *adv_data;
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const char *GetSpellBlockedMessage(uint32 spell_id, const glm::vec3 &location);
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@@ -219,6 +222,7 @@ public:
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void ChangeWeather();
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void ClearBlockedSpells();
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void ClearNPCTypeCache(int id);
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void CalculateNpcUpdateDistanceSpread();
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void DelAggroMob() { aggroedmobs--; }
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void DeleteQGlobal(std::string name, uint32 npcID, uint32 charID, uint32 zoneID);
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void Despawn(uint32 spawngroupID);
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@@ -290,7 +294,7 @@ public:
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*/
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find_replace(message, std::string("%"), std::string("."));
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if (message.find("\n") != std::string::npos) {
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if (message.find('\n') != std::string::npos) {
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auto message_split = SplitString(message, '\n');
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entity_list.MessageStatus(
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0,
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@@ -345,6 +349,7 @@ private:
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glm::vec4 m_Graveyard;
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int default_ruleset;
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int totalBS;
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int npc_position_update_distance;
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int32 aggroedmobs;
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uint8 zone_type;
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uint16 instanceversion;
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