Adjust ghosting algorithm to work much better for super large zones as well

This commit is contained in:
Akkadius
2019-08-07 18:54:53 -05:00
parent a6af014d5e
commit d9eeb00dea
4 changed files with 77 additions and 8 deletions
+6 -1
View File
@@ -126,6 +126,9 @@ public:
bool Process();
bool SaveZoneCFG();
int GetNpcPositionUpdateDistance() const;
void SetNpcPositionUpdateDistance(int in_npc_position_update_distance);
char *adv_data;
const char *GetSpellBlockedMessage(uint32 spell_id, const glm::vec3 &location);
@@ -219,6 +222,7 @@ public:
void ChangeWeather();
void ClearBlockedSpells();
void ClearNPCTypeCache(int id);
void CalculateNpcUpdateDistanceSpread();
void DelAggroMob() { aggroedmobs--; }
void DeleteQGlobal(std::string name, uint32 npcID, uint32 charID, uint32 zoneID);
void Despawn(uint32 spawngroupID);
@@ -290,7 +294,7 @@ public:
*/
find_replace(message, std::string("%"), std::string("."));
if (message.find("\n") != std::string::npos) {
if (message.find('\n') != std::string::npos) {
auto message_split = SplitString(message, '\n');
entity_list.MessageStatus(
0,
@@ -345,6 +349,7 @@ private:
glm::vec4 m_Graveyard;
int default_ruleset;
int totalBS;
int npc_position_update_distance;
int32 aggroedmobs;
uint8 zone_type;
uint16 instanceversion;