Ensure that all actions are compared to fixed point in time (ie. world update start)

This commit is contained in:
Aokromes committed 2017-04-14 15:02:49 +02:00
1 parent 00babf222a
commit adae2fec26
43 files changed
+479 -185

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+3 -2
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@@ -52,6 +52,7 @@
#include "BattlefieldMgr.h"
#include "Battleground.h"
#include "Chat.h"
#include "GameTime.h"
Object::Object() : m_PackGUID(sizeof(uint64)+1)
{
@@ -544,7 +545,7 @@ void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
*data << self->GetSpeed(MOVE_WALK);
//if (true) // Has time, controlled by bit just after HasTransport
*data << uint32(getMSTime());
*data << uint32(GameTime::GetGameTimeMS());
*data << self->GetSpeed(MOVE_TURN_RATE);
data->WriteByteSeq(guid[6]);
@@ -659,7 +660,7 @@ void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
if (go && go->ToTransport())
*data << uint32(go->GetGOValue()->Transport.PathProgress);
else
*data << uint32(getMSTime());
*data << uint32(GameTime::GetGameTimeMS());
}
}