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Send Breath packet on event, don't check it at each AsyncRunStep
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parent
64ff966bae
commit
7e56637ed0
6 changed files with 16 additions and 16 deletions
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@ -604,20 +604,15 @@ void Server::AsyncRunStep(bool initial_step)
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if(playersao == NULL)
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continue;
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/*
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Send player breath if changed
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*/
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if(playersao->m_breath_not_sent) {
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SendPlayerBreath(*i);
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if(playersao->m_moved) {
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SendMovePlayer(*i);
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playersao->m_moved = false;
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}
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/*
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Send player inventories if necessary
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*/
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if(playersao->m_moved) {
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SendMovePlayer(*i);
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playersao->m_moved = false;
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}
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if(playersao->m_inventory_not_sent) {
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UpdateCrafting(*i);
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SendInventory(*i);
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@ -1892,8 +1887,8 @@ void Server::SendPlayerBreath(u16 peer_id)
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DSTACK(__FUNCTION_NAME);
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PlayerSAO *playersao = getPlayerSAO(peer_id);
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assert(playersao);
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playersao->m_breath_not_sent = false;
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m_script->player_event(playersao,"breath_changed");
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m_script->player_event(playersao, "breath_changed");
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SendBreath(peer_id, playersao->getBreath());
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}
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@ -2604,6 +2599,7 @@ void Server::RespawnPlayer(u16 peer_id)
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playersao->setBreath(PLAYER_MAX_BREATH);
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SendPlayerHP(peer_id);
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SendPlayerBreath(peer_id);
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bool repositioned = m_script->on_respawnplayer(playersao);
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if(!repositioned){
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