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address AoM client having issues with Y coordinates above terrain when lua pathing does not properly align to terrain

This commit is contained in:
Emagi 2025-01-29 08:50:01 -05:00
parent 6f8bee17f5
commit 7098c1dbf3

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@ -2112,10 +2112,7 @@ void Spawn::InitializePosPacketData(Player* player, PacketStruct* packet, bool b
{ {
m_GridMutex.writelock(__FUNCTION__, __LINE__); m_GridMutex.writelock(__FUNCTION__, __LINE__);
std::map<int32,TimedGridData>::iterator itr = established_grid_id.find(version); std::map<int32,TimedGridData>::iterator itr = established_grid_id.find(version);
if (!EngagedInCombat() && player->GetMap() == GetMap()) { if ( itr == established_grid_id.end() || itr->second.npc_save || itr->second.timestamp <= (Timer::GetCurrentTime2()))
new_y = GetY();
}
else if ( itr == established_grid_id.end() || itr->second.npc_save || itr->second.timestamp <= (Timer::GetCurrentTime2()))
{ {
if(itr != established_grid_id.end() && itr->second.x == GetX() && itr->second.z == GetZ() && !itr->second.npc_save) { if(itr != established_grid_id.end() && itr->second.x == GetX() && itr->second.z == GetZ() && !itr->second.npc_save) {
itr->second.timestamp = Timer::GetCurrentTime2()+100; itr->second.timestamp = Timer::GetCurrentTime2()+100;