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Fix ActiveObject creation for fast player respawns
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parent
67c21fc42f
commit
9344816bd6
@ -1348,6 +1348,15 @@ void Server::AsyncRunStep()
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if(player->m_hp_not_sent){
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SendPlayerHP(player);
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}
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/*
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Add to environment if is not in respawn screen
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*/
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if(!player->m_is_in_environment && !player->m_respawn_active){
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player->m_removed = false;
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player->setId(0);
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m_env->addActiveObject(player);
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}
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}
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}
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@ -2127,11 +2136,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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return;
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}
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// Add PlayerSAO
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player->m_removed = false;
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player->setId(0);
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m_env->addActiveObject(player);
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/*
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Answer with a TOCLIENT_INIT
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*/
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@ -2888,9 +2892,8 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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actionstream<<player->getName()<<" respawns at "
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<<PP(player->getPosition()/BS)<<std::endl;
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srp->m_removed = false;
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srp->setId(0);
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m_env->addActiveObject(srp);
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// ActiveObject is added to environment in AsyncRunStep after
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// the previous addition has been succesfully removed
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}
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else if(command == TOSERVER_INTERACT)
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{
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@ -92,9 +92,9 @@ public:
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bool m_inventory_not_sent;
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bool m_hp_not_sent;
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bool m_respawn_active;
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bool m_is_in_environment;
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private:
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bool m_is_in_environment;
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bool m_position_not_sent;
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};
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