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synced 2026-07-13 20:00:58 -04:00
Reduced the stuttering from player movement, should be a bit more fluid now.
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@@ -728,20 +728,22 @@ public abstract class SWGObject implements Serializable, Comparable<SWGObject> {
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public void sendDataTransforms(DataTransform dTransform) {
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Location loc = dTransform.getLocation();
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float speed = dTransform.getSpeed();
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sendDataTransforms(loc, (byte) dTransform.getMovementAngle(), speed);
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sendDataTransforms(loc, dTransform.getMovementAngle(), speed, dTransform.getLookAtYaw(), dTransform.isUseLookAtYaw());
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}
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public void sendDataTransforms(Location loc, int direction, float speed) {
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public void sendDataTransforms(Location loc, byte direction, float speed, float lookAtYaw, boolean useLookAtYaw) {
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// TODO: Check for a parent, if one exists then send a UpdateTransformWithParentMessage as the object is in a container (such as a building)
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UpdateTransformsMessage transform = new UpdateTransformsMessage();
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transform.setObjectId(getObjectId()); // (short) (xPosition * 4 + 0.5)
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transform.setX((short) (loc.getX() * 4 + 0.5));
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transform.setY((short) (loc.getY() * 4 + 0.5));
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transform.setZ((short) (loc.getZ() * 4 + 0.5));
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transform.setX((short) (loc.getX() * 4));
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transform.setY((short) (loc.getY() * 4));
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transform.setZ((short) (loc.getZ() * 4));
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transform.setUpdateCounter(transformCounter++);
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transform.setDirection((byte) direction);
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transform.setDirection(direction);
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transform.setSpeed(speed);
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sendObservers(transform);
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transform.setLookAtYaw((byte) (lookAtYaw * 16));
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transform.setUseLookAtYaw(useLookAtYaw);
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sendObserversAndSelf(transform);
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}
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protected void createChildrenObjects(Player target) {
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