forked from MagicBane/Server
Adjusted the distance check for players in player's path, effectively making the collision area of players larger. This can be changed in Bounds PlayerCollisionPoint method by increasing or decreasing the minDistance var.
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@@ -279,7 +279,7 @@ public class Bounds {
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// Now check for player collisions
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// Now check for player collisions
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HashSet<AbstractWorldObject> nearbyPlayers = WorldGrid.getObjectsInRangePartial(player, distance + 2, MBServerStatics.MASK_PLAYER);
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HashSet<AbstractWorldObject> nearbyPlayers = WorldGrid.getObjectsInRangePartial(player, distance + 2, MBServerStatics.MASK_PLAYER);
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float minDistance = 1.0f; // Minimum distance between players
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float minDistance = 5.0f; // Minimum distance between players
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for (AbstractWorldObject awo : nearbyPlayers) {
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for (AbstractWorldObject awo : nearbyPlayers) {
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PlayerCharacter otherPlayer = (PlayerCharacter) awo;
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PlayerCharacter otherPlayer = (PlayerCharacter) awo;
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@@ -205,9 +205,6 @@ public class PlayerCharacter extends AbstractCharacter {
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this.guildStatus = new AtomicInteger(0);
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this.guildStatus = new AtomicInteger(0);
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this.bindBuildingID = -1;
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this.bindBuildingID = -1;
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Vector3fImmutable center = new Vector3fImmutable(0, 0, 0);
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Vector3fImmutable extents = new Vector3fImmutable(0.5f, 1.0f, 0.5f);
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}
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}
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/**
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/**
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@@ -5359,7 +5356,6 @@ public class PlayerCharacter extends AbstractCharacter {
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moveToMsg.setSourceType(GameObjectType.PlayerCharacter.ordinal());
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moveToMsg.setSourceType(GameObjectType.PlayerCharacter.ordinal());
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moveToMsg.setSourceID(this.getObjectUUID());
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moveToMsg.setSourceID(this.getObjectUUID());
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ChatManager.chatSystemInfo(this, "This is a test");
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Dispatch dispatch = Dispatch.borrow(this, moveToMsg);
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Dispatch dispatch = Dispatch.borrow(this, moveToMsg);
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);
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