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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
Fixing more merge errors. I'm bad at this
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parent
86a2e4aff3
commit
4dee26e136
@ -151,9 +151,37 @@ namespace FFXIVClassic_Map_Server.Actors
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return spawnPacket;
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}
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public SubPacket CreatePositionUpdatePacket(uint playerActorId)
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public SubPacket CreatePositionUpdatePacket(bool forceUpdate = false)
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{
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return MoveActorToPositionPacket.BuildPacket(actorId, playerActorId, positionX, positionY, positionZ, rotation, moveState);
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int updateMs = 300;
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var diffTime = (DateTime.Now - lastMoveUpdate);
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if (this.target != null)
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{
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updateMs = 150;
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}
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if (forceUpdate || (hasMoved && ((this is Player) || diffTime.Milliseconds >= updateMs)))
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{
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hasMoved = (this.positionUpdates != null && this.positionUpdates.Count > 0);
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if (hasMoved)
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{
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var pos = positionUpdates[0];
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if (this is Character)
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((Character)this).OnPath(pos);
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positionX = pos.X;
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positionY = pos.Y;
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positionZ = pos.Z;
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//Program.Server.GetInstance().mLuaEngine.OnPath(actor, position, positionUpdates)
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positionUpdates.RemoveAt(0);
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}
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lastMoveUpdate = DateTime.Now;
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return MoveActorToPositionPacket.BuildPacket(actorId, positionX, positionY, positionZ, rotation, moveState);
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}
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return null;
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}
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public SubPacket CreateStatePacket()
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@ -377,37 +377,22 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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// todo: for zones override this to seach contentareas (assuming flag is passed)
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<<<<<<< HEAD
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public virtual List<Actor> GetAllActors()
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{
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lock (mActorList)
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{
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List<Actor> actorList = new List<Actor>(mActorList.Count);
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foreach (var actor in mActorList.Values)
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{
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actorList.Add(actor);
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}
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=======
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public virtual List<T> GetAllActors<T>() where T : Actor
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{
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lock (mActorList)
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{
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List<T> actorList = new List<T>(mActorList.Count);
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actorList.AddRange(mActorList.Values.OfType<T>());
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>>>>>>> 84d5eee1fcc284d252b7953a70aebed60b195ee8
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return actorList;
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}
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}
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<<<<<<< HEAD
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=======
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public virtual List<Actor> GetAllActors()
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{
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return GetAllActors<Actor>();
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}
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>>>>>>> 84d5eee1fcc284d252b7953a70aebed60b195ee8
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public void BroadcastPacketsAroundActor(Actor actor, List<SubPacket> packets)
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{
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foreach (SubPacket packet in packets)
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