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Increase cell size and spawn distance, fix player despawn issue
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parent
7741acefcd
commit
bc1ed29948
4 changed files with 12 additions and 6 deletions
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@ -37,7 +37,7 @@ namespace Sapphire::Util
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{
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auto it = m_actorIdToAllocatedMap.find( actorId );
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if( it == m_actorIdToAllocatedMap.end() )
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return 0;
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return getAllocFailId();
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auto index = it->second;
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m_availableIds.push( index );
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@ -1127,11 +1127,14 @@ void Sapphire::Entity::Player::freePlayerSpawnId( uint32_t actorId )
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{
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auto spawnId = m_actorSpawnIndexAllocator.freeUsedSpawnIndex( actorId );
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// actor was never spawned for this player
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if( spawnId == m_actorSpawnIndexAllocator.getAllocFailId() )
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return;
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auto freeActorSpawnPacket = makeZonePacket< FFXIVIpcActorFreeSpawn >( getId() );
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freeActorSpawnPacket->data().actorId = actorId;
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freeActorSpawnPacket->data().spawnId = spawnId;
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queuePacket( freeActorSpawnPacket );
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}
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uint8_t* Sapphire::Entity::Player::getAetheryteArray()
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@ -1844,6 +1847,10 @@ void Sapphire::Entity::Player::freeObjSpawnIndexForActorId( uint32_t actorId )
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{
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auto spawnId = m_objSpawnIndexAllocator.freeUsedSpawnIndex( actorId );
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// obj was never spawned for this player
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if( spawnId == m_objSpawnIndexAllocator.getAllocFailId() )
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return;
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auto freeObjectSpawnPacket = makeZonePacket< FFXIVIpcObjectDespawn >( getId() );
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freeObjectSpawnPacket->data().spawnIndex = spawnId;
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queuePacket( freeObjectSpawnPacket );
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@ -3,7 +3,7 @@
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#include <cassert>
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#define TilesCount 32
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#define TileSize 250.0f
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#define TileSize 500.0f
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#define _minY (-TilesCount*TileSize/2)
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#define _minX (-TilesCount*TileSize/2)
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@ -645,7 +645,7 @@ void Sapphire::Zone::updateInRangeSet( Entity::ActorPtr pActor, Cell* pCell )
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auto iter = pCell->m_actors.begin();
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float fRange = 70.0f;
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float fRange = 150.0f;
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int32_t count = 0;
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while( iter != pCell->m_actors.end() )
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{
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@ -655,8 +655,7 @@ void Sapphire::Zone::updateInRangeSet( Entity::ActorPtr pActor, Cell* pCell )
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if( !pCurAct || pCurAct == pActor )
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continue;
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float distance = Util::distance( pCurAct->getPos().x, pCurAct->getPos().y, pCurAct->getPos().z,
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pActor->getPos().x, pActor->getPos().y, pActor->getPos().z );
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float distance = Util::distance( pCurAct->getPos(), pActor->getPos() );
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bool isInRange = ( fRange == 0.0f || distance <= fRange );
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bool isInRangeSet = pActor->isInRangeSet( pCurAct );
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