case 1:{ //full synchronization Client --> Server
//only * using this option it is difficult
//for players to bypass obstacles
if (!activeChar.isMoving() || !activeChar.validateMovementHeading(_heading)) // Heading changed on client = possible obstacle
{
// character is not moving, take coordinates from client
if (diffSq < 2500){ // 50*50 - attack won't work fluently if even small differences are corrected
activeChar.getPosition().setXYZ(realX, realY, finalZ);