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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-15 17:28:16 +0100
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-15 17:28:16 +0100
commit21e8d502d07c6cae9580a34dde7587d58e6d3a28 (patch)
treefd8c9fa711d0e2e60f50333f82dbe43ebd9214a5 /src/net/manaserv/beinghandler.h
parent25a2abd09e3b76115ed0b6b1a02cdddc6c1c5bfc (diff)
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Basically merged the two movement algorithms into one.
This was made in favour of the manaserv way of doing things. I also added a way to keep the original server speed value so the pixel value can be recomputed at each map change, as this was necessary since the speed is given before the first map is loaded. The code is much more simpler now about movement handling, and we can already see improvements on other characters movements in The Mana World with this. Everything can't be perfect the first time; here are bugs identified so far: - Monsters direction isn't updated on TmwAthena for obscure reasons. - Remote players walking animation is sometimes reset on each steps. - When changing map, the local player sometimes walks randomly until the player reacts. Stay tuned!
Diffstat (limited to 'src/net/manaserv/beinghandler.h')
-rw-r--r--src/net/manaserv/beinghandler.h8
1 files changed, 0 insertions, 8 deletions
diff --git a/src/net/manaserv/beinghandler.h b/src/net/manaserv/beinghandler.h
index 2e9eb333..04c766d9 100644
--- a/src/net/manaserv/beinghandler.h
+++ b/src/net/manaserv/beinghandler.h
@@ -35,14 +35,6 @@ class BeingHandler : public MessageHandler
void handleMessage(Net::MessageIn &msg);
- /**
- * Translate a given speed in tiles per seconds
- * into pixels per ticks.
- * Used to optimize Being::logic() calls.
- * @see MILLISECONDS_IN_A_TICKS
- */
- static Vector giveSpeedInPixelsPerTicks(float speedInTilesPerSeconds);
-
private:
void handleBeingAttackMessage(Net::MessageIn &msg);
void handleBeingEnterMessage(Net::MessageIn &msg);