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* Also fixed a potential issue with position sending - if someone moved slowly enough, their position would never be updated.
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@@ -1145,7 +1145,7 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
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int DiffY = (int)(floor(GetPosY() * 32.0) - floor(m_LastPos.y * 32.0));
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int DiffZ = (int)(floor(GetPosZ() * 32.0) - floor(m_LastPos.z * 32.0));
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if ((abs(DiffX) >= 4) || (abs(DiffY) >= 4) || (abs(DiffZ) >= 4))
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if ((abs(DiffX) != 0) || (abs(DiffY) != 0) || (abs(DiffZ) != 0)) // Have we moved?
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{
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if ((abs(DiffX) <= 127) && (abs(DiffY) <= 127) && (abs(DiffZ) <= 127)) // Limitations of a Byte
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{
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