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[Performance] Disabled enraged timer checks for NPC's that do not actually have enrage as a special attack
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@ -3,8 +3,9 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50)
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== 03/28/2017 ==
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Akkadius: [Performance] Fixed a large overhead issue where every single NPC in a zone was checking to depop themselves
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as a swarm pet every 3ms regardless of being a swarm pet or not. Swarm pets now check to depop only when their timer is up
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Akkadius: [Performance] Removed Clients constantly calculating light amount on equipment every 600ms, instead clients will update
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light when changing equipment or entering a zone
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Akkadius: [Performance] Removed a timer where clients would constantly calculate light amount on equipment every 600ms, instead
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clients will update light when changing equipment or entering a zone
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Akkadius: [Performance] Disabled enraged timer checks for NPC's that do not actually have enrage as a special attack
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== 03/27/2017 ==
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Akkadius: [Performance] Reworked how client to NPC aggro checks are made
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@ -26,7 +27,7 @@ Akkadius: [Performance] Reduced CPU footprint in cases where a client is checkin
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- When zones have many players, with many NPC's, this adds up quickly
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== 03/12/2017 ==
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Akkadius:
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Akkadius: [Performance]
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- Implemented range rules for packets and other functions
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RULE_INT ( Range, Say, 135 )
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RULE_INT ( Range, Emote, 135 )
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@ -717,6 +717,11 @@ bool NPC::Process()
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if (enraged_timer.Check()){
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ProcessEnrage();
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/* Don't keep running the check every second if we don't have enrage */
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if (!GetSpecialAbility(SPECATK_ENRAGE)) {
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enraged_timer.Disable();
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}
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}
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//Handle assists...
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