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[12513] Fixup commit 12511 Thanks to Zakamurite for pointing
Also thanks to him for giving a helping hand in correcting the commit
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Original file line number | Diff line number | Diff line change |
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@@ -1,4 +1,4 @@ | ||
#ifndef __REVISION_NR_H__ | ||
#define __REVISION_NR_H__ | ||
#define REVISION_NR "12512" | ||
#define REVISION_NR "12513" | ||
#endif // __REVISION_NR_H__ |
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bool updateVisibility = IsInWorld() && GetMapId() == ClosestGrave->map_id;
if (updateVisibility && IsInWorld())
????
if (updateVisibility)
should be enough?
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Maybe - the thing is this depends a bit on the actual implementation of TeleportTo;
sometimes even for teleporting on the same map there can be a loading screen.
Whilst this happens i do not know if IsInWorld is expected to be true.
In the moment the loading-screen is triggered not within the TeleportTo function, but possible someplace else.
Anyhow the IsInWorld check appeared resonable in case the mechanic of TeleportTo function would be changed someday.
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Actually i did some research on this, and it seems like there are no way really to check if a player has loaded their screens done. I hooked my code tho the "timer opcode" the client sends (some custom code), because it's only sent once players have finished loading screen.
But yeah this should prolly do =)
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we have ugly creature rotation in random movement. i'm found a good description and example how this should be maked: http://www.gamasutra.com/view/feature/131505/toward_more_realistic_pathfinding.php?page=3
message for skilled mans:
faramir
zergtmn
Cyberium
i think this should be on pathfinding level.
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This is hardly the most pressing problem with random MMGen at the moment :(
most important would be (in order)
Edit: Aside from this: why not create an issue/ forum thread for this, after all here as comment to some random commit this just will get forgotten.