[10677] Send to creature/etc Update call real diff from last update and use it.
<pre>m src/game/Creature.cpp
m src/game/Creature.h m src/game/DynamicObject.cpp m src/game/DynamicObject.h m src/game/GameObject.cpp m src/game/GameObject.h m src/game/GridNotifiers.cpp m src/game/GridNotifiers.h m src/game/GridNotifiersImpl.h m src/game/Map.cpp m src/game/Map.h m src/game/MapInstanced.cpp m src/game/MapInstanced.h m src/game/MapManager.cpp m src/game/MapManager.h m src/game/Object.cpp m src/game/Object.h m src/game/Pet.cpp m src/game/Pet.h m src/game/Player.cpp m src/game/Player.h m src/game/TemporarySummon.cpp m src/game/TemporarySummon.h m src/game/Totem.cpp m src/game/Totem.h m src/game/Transports.cpp m src/game/Transports.h m src/game/Unit.cpp m src/game/Unit.h m src/game/Vehicle.cpp m src/game/Vehicle.h m src/game/World.cpp m src/game/World.h m src/mangosd/WorldRunnable.cpp m src/shared/revision_nr.h </pre> <pre style='white-space:pre-wrap;width:81ex'>[10677] Send to creature/etc Update call real diff from last update and use it. Now in case when creature/etc some tices not updates in result stay in not active (no near players or active objects) cell some important timers (corpse decay, summon timers, group loot expire, aura durations, etc) will updates at real diff time from last prev. update call. Signed-off-by: VladimirMangos <vladimir@getmangos.com> For some systems added exclude use real diff time because current limitations like move generators. So its stay use last tick diff and considered freeze and skip all time while creature in not active map part.</pre> Дальше... |
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