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Prevent player position from updating when flying
Only chunk is updated instead to maintain visibility
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c33f218e56
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@ -183,11 +183,15 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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view.plr->x = X;
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view.plr->y = Y;
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view.plr->z = Z;
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updatePlayerChunk(sock, X, Y);
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}
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void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y) {
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PlayerView& view = players[sock];
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std::pair<int, int> newPos = ChunkManager::grabChunk(X, Y);
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// nothing to be done
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if (newPos == view.chunkPos)
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if (newPos == view.chunkPos)
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return;
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// add player to chunk
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@ -195,10 +199,10 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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// first, remove all the old npcs & players from the old chunks
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removePlayerFromChunks(ChunkManager::getDeltaChunks(view.currentChunks, allChunks), sock);
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// now, add all the new npcs & players!
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addPlayerToChunks(ChunkManager::getDeltaChunks(allChunks, view.currentChunks), sock);
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ChunkManager::addPlayer(X, Y, sock); // takes care of adding the player to the chunk if it exists or not
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view.chunkPos = newPos;
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view.currentChunks = allChunks;
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@ -32,6 +32,7 @@ namespace PlayerManager {
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void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z);
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void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, int angle);
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void updatePlayerChunk(CNSocket* sock, int X, int Y);
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void sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size);
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@ -238,7 +238,7 @@ void TransportManager::stepSkywaySystem() {
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bmstk.iToZ = point.z;
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it->first->sendPacket((void*)&bmstk, P_FE2CL_PC_BROOMSTICK_MOVE, sizeof(sP_FE2CL_PC_BROOMSTICK_MOVE));
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// set player location to point to update viewables
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PlayerManager::updatePlayerPosition(it->first, point.x, point.y, point.z);
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PlayerManager::updatePlayerChunk(it->first, point.x, point.y);
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// send packet to players in view
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PlayerManager::sendToViewable(it->first, (void*)&bmstk, P_FE2CL_PC_BROOMSTICK_MOVE, sizeof(sP_FE2CL_PC_BROOMSTICK_MOVE));
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