If entity is a player, send relmove packets.

This commit is contained in:
Lane Kolbly
2017-07-12 12:12:56 +02:00
committed by Lukas Pioch
parent d6ee1caf4c
commit 647d9082b8
+1 -1
View File
@@ -1920,7 +1920,7 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
}
// Only send movement if speed is not 0 and 'no speed' was sent to client
if (!m_bHasSentNoSpeed)
if (!m_bHasSentNoSpeed || IsPlayer())
{
// TODO: Pickups move disgracefully if relative move packets are sent as opposed to just velocity. Have a system to send relmove only when SetPosXXX() is called with a large difference in position
int DiffX = FloorC(GetPosX() * 32.0) - FloorC(m_LastSentPosition.x * 32.0);