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authorJesusaves <cpntb1@ymail.com>2021-08-08 18:00:39 -0300
committerJesusaves <cpntb1@ymail.com>2021-08-08 18:02:00 -0300
commita417c12ee435301498f2d4b162c7f849cefc302a (patch)
treeb75a7d8dc64333a60f4a1225e4e480317257ef82 /src/config
parent373b7ffae57f3649cc7f5ecaae1c499833ddb816 (diff)
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[TMW2] Disable Official Walkpath and Partly reverts b5a92f944f126e920442307bebd3c2b53c9b0d54.unsquashed
Official Walkpath only do something if path length > 14, which M+ does not. So in the end of the day it is running some extra calculations we don't need. I don't see anything else server-side which could be safely disabled. And I also don't know how effective this will be. Hopefully, though, this will reduce a bit the perceived lag. ...At least, there were positive comments on Moubootaur Legends.
Diffstat (limited to 'src/config')
-rw-r--r--src/config/core.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/config/core.h b/src/config/core.h
index b091e6dee..5e62e2adb 100644
--- a/src/config/core.h
+++ b/src/config/core.h
@@ -31,7 +31,7 @@
/// The official walkpath disables users from taking non-clear walk paths,
/// e.g. if they want to get around an obstacle they have to walk around it,
/// while with OFFICIAL_WALKPATH disabled if they click to walk around a obstacle the server will do it automatically
-#define OFFICIAL_WALKPATH
+//#define OFFICIAL_WALKPATH
/// leave this line uncommented to enable callfunc checks when processing scripts.
/// while allowed, the script engine will attempt to match user-defined functions