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vojtiman

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  1. Okay, so I think I got it fixed. It certainly works now. I removed the commented part out from char.cpp -> CHARACTER::IsSyncOwner and it works like a charm. Maybe there is a better fix for this issue, but I have this and it satisfies my needs, for now at least. bool CHARACTER::IsSyncOwner(LPCHARACTER ch) const { if (m_pkChrSyncOwner == ch) return true; // If it's been more than 3 seconds since the last synchronization, then ownership is to no one // none, so anyone is a SyncOwner, returning true //if (get_float_time() - m_fSyncTime >= 3.0f) // return true; return false; }
  2. Hello, I am now running this server and tweaking bits and bobs, but I noticed a pretty critical issue. I wonder if it's known... Mobs do get their position & state desynced quite a lot. You cannot see them near you, yet they are attacking you and dealing you damage, because they are behind a wall and you cannot do anything with it, unless you find a way to knock them down/stun them, so their position gets synced. I cannot be the only one with this problem, right? Does anything come to mind? BTW: Thanks a lot for this @ TMP4, finally I can code my own stuff into this wonderful game!
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