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Fixed the NULL Player* in PlayerManager::players bug.
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@ -31,7 +31,8 @@ void CNShardServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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else if (settings::VERBOSITY > 0)
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else if (settings::VERBOSITY > 0)
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std::cerr << "OpenFusion: SHARD UNIMPLM ERR. PacketType: " << Defines::p2str(CL2FE, data->type) << " (" << data->type << ")" << std::endl;
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std::cerr << "OpenFusion: SHARD UNIMPLM ERR. PacketType: " << Defines::p2str(CL2FE, data->type) << " (" << data->type << ")" << std::endl;
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PlayerManager::players[sock].lastHeartbeat = getTime();
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if (PlayerManager::players.find(sock) != PlayerManager::players.end())
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PlayerManager::players[sock].lastHeartbeat = getTime();
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}
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}
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void CNShardServer::keepAliveTimer(CNServer* serv, time_t currTime) {
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void CNShardServer::keepAliveTimer(CNServer* serv, time_t currTime) {
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@ -578,12 +578,12 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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}
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}
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void MobManager::retreatStep(Mob *mob, time_t currTime) {
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void MobManager::retreatStep(Mob *mob, time_t currTime) {
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// distance between spawn point and current location
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if (mob->nextMovement != 0 && currTime < mob->nextMovement)
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if (mob->nextMovement != 0 && currTime < mob->nextMovement)
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return;
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return;
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mob->nextMovement = currTime + 500;
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mob->nextMovement = currTime + 500;
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// distance between spawn point and current location
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int distance = hypot(mob->appearanceData.iX - mob->roamX, mob->appearanceData.iY - mob->roamY);
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int distance = hypot(mob->appearanceData.iX - mob->roamX, mob->appearanceData.iY - mob->roamY);
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//if (distance > mob->data["m_iIdleRange"]) {
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//if (distance > mob->data["m_iIdleRange"]) {
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