From f7fe9a119ad1192bd1c04c593a647e405af7d93f Mon Sep 17 00:00:00 2001 From: H0zen Date: Wed, 3 Feb 2016 02:36:30 +0200 Subject: [PATCH] Improve jerky player movement on high latency - On CMSG_PING we already know the latency from client. --- src/game/WorldHandlers/MovementHandler.cpp | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/src/game/WorldHandlers/MovementHandler.cpp b/src/game/WorldHandlers/MovementHandler.cpp index 68ce9863..9618fb91 100644 --- a/src/game/WorldHandlers/MovementHandler.cpp +++ b/src/game/WorldHandlers/MovementHandler.cpp @@ -529,11 +529,12 @@ bool WorldSession::VerifyMovementInfo(MovementInfo const& movementInfo) const void WorldSession::HandleMoverRelocation(MovementInfo& movementInfo) { - uint32 mstime = WorldTimer::getMSTime(); - if (m_clientTimeDelay == 0) - m_clientTimeDelay = mstime - movementInfo.GetTime(); + //uint32 mstime = WorldTimer::getMSTime(); + //if (m_clientTimeDelay == 0) + // m_clientTimeDelay = mstime - movementInfo.GetTime(); - movementInfo.UpdateTime(movementInfo.GetTime() + m_clientTimeDelay + MOVEMENT_PACKET_TIME_DELAY); + //movementInfo.UpdateTime(movementInfo.GetTime() + m_clientTimeDelay + MOVEMENT_PACKET_TIME_DELAY); + movementInfo.UpdateTime(movementInfo.GetTime() + GetLatency()); Unit* mover = _player->GetMover();