Examples of validateMovementHeading()


Examples of com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance.validateMovementHeading()

     
      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);
           
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Examples of net.sf.l2j.gameserver.model.actor.instance.L2PcInstance.validateMovementHeading()

            if (diffSq > 0 && diffSq < 250000) // if too large, messes observation
            {
                if ((Config.COORD_SYNCHRONIZE & 1) == 1
                    && (!activeChar.isMoving() // character is not moving, take coordinates from client
                    || !activeChar.validateMovementHeading(_heading))) // Heading changed on client = possible obstacle
                {
                    if (Config.DEVELOPER) System.out.println(activeChar.getName() + ": Synchronizing position Client --> Server" + (activeChar.isMoving()?" (collision)":" (stay sync)"));
                    if (diffSq < 2500) // 50*50 - attack won't work fluently if even small differences are corrected
                      activeChar.setXYZ(realX, realY, _z);
                    else
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