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Bugfixes.
* Add newly created chunks to nearby players and NPCs. This fixes the slider/static path mob pop-in problem. * Update a player's chunks when resurrecting. This fixes a mob desync problem. * Use a private instance for the Time Lab * Spawn a slider for every stop * Fix mobs in private lairs using the template chunk mobs's current health for their max health * Don't call into the JSON lib in the loop in aggroCheck(). This is an optimization found after using gprof. * Don't print NPC deletions to console. This stops the spam when a private instance is deleted. * Changed default view distance to half the length of a map tile, so chunks are aligned to map tiles * Update tdata reference
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@@ -26,6 +26,7 @@ namespace ChunkManager {
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extern std::map<std::tuple<int, int, uint64_t>, Chunk*> chunks;
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void newChunk(std::tuple<int, int, uint64_t> pos);
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void addNPC(int posX, int posY, uint64_t instanceID, int32_t id);
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void addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock);
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bool removePlayer(std::tuple<int, int, uint64_t> chunkPos, CNSocket* sock);
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