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Switched MobManager::step() to the timer.
It doesn't really need to run on every shard step. This makes it a lot less hot.
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@ -87,6 +87,4 @@ void CNShardServer::onStep() {
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event.scheduledEvent = currTime + event.delta;
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}
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}
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MobManager::step(currTime);
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}
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@ -9,6 +9,8 @@
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std::map<int32_t, Mob*> MobManager::Mobs;
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void MobManager::init() {
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REGISTER_SHARD_TIMER(step, 200);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_NPCs, pcAttackNpcs);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_BEGIN, combatBegin);
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@ -207,7 +209,7 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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}
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}
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void MobManager::step(time_t currTime) {
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void MobManager::step(CNServer *serv, time_t currTime) {
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for (auto& pair : Mobs) {
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int x = pair.second->appearanceData.iX;
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int y = pair.second->appearanceData.iY;
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@ -56,7 +56,7 @@ namespace MobManager {
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extern std::map<int32_t, Mob*> Mobs;
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void init();
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void step(time_t);
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void step(CNServer*, time_t);
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void deadStep(Mob*, time_t);
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void roamingStep(Mob*, time_t);
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