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

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

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@@ -31,6 +31,7 @@
#include "ObjectMgr.h"
#include "MovementStructures.h"
#include "Vehicle.h"
#include "GameTime.h"
#define MOVEMENT_PACKET_TIME_DELAY 0
@@ -382,7 +383,7 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket)
plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
}
uint32 mstime = getMSTime();
uint32 mstime = GameTime::GetGameTimeMS();
/*----------------------*/
if (m_clientTimeDelay == 0)
m_clientTimeDelay = mstime - movementInfo.time;