Group warping & mob movement smoothing

* Warping into IZs and Fusion Lairs now will also take into account your group members.
* MobManager lerp does not confusingly divide speed by 2 anymore.
* Mobs pursue their targets more smoothly, they will avoid phasing into the player during combat.
* Nerfed retreat speed by a factor of 1.5, normal mobs retreated way too quickly however mobs like Don Doom and Bad Max do not retreat fast enough.
* Bugfixed sendPlayerTo, it did not call updatePlayerPosition leaving undesirable anomalies.
This commit is contained in:
2020-10-17 05:58:51 +01:00
committed by Gent Semaj
parent bf3c19764b
commit 2782706355
3 changed files with 55 additions and 16 deletions

View File

@@ -596,9 +596,32 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
ChunkManager::createInstance(instanceID);
}
PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
} else {
INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); // Can only be used for exiting instances because it sets the instance flag to false
if (plrv.plr->iID == plrv.plr->iIDGroup && plrv.plr->groupCnt == 1)
PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
else {
Player* leaderPlr = PlayerManager::getPlayerFromID(plrv.plr->iIDGroup);
for (int i = 0; i < leaderPlr->groupCnt; i++) {
Player* otherPlr = PlayerManager::getPlayerFromID(leaderPlr->groupIDs[i]);
CNSocket* sockTo = PlayerManager::getSockFromID(leaderPlr->groupIDs[i]);
if (otherPlr == nullptr || sockTo == nullptr)
continue;
if (otherPlr->instanceID == 0) {
otherPlr->lastX = otherPlr->x;
otherPlr->lastY = otherPlr->y;
otherPlr->lastZ = otherPlr->z;
otherPlr->lastAngle = otherPlr->angle;
}
PlayerManager::sendPlayerTo(sockTo, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
}
}
}
else
{
INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); //Can only be used for exiting instances because it sets the instance flag to false
resp.iX = Warps[warpId].x;
resp.iY = Warps[warpId].y;
resp.iZ = Warps[warpId].z;