[Server] Remove hardcoded sync for Place, Spawn & other Object packets

0.6.3
David Cernat 7 years ago
parent e3e1cfc549
commit ae8b5a0709

@ -17,8 +17,6 @@ namespace mwmp
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Received %s from %s", strPacketID.c_str(), player.npc.mName.c_str());
packet.Send(true);
Script::Call<Script::CallbackIdentity("OnObjectLock")>(player.getId(), objectList.cell.getDescription().c_str());
}
};

@ -23,11 +23,6 @@ namespace mwmp
objectList.baseObjects.at(i).mpNum = mwmp::Networking::getPtr()->incrementMpNum();
}
// Send this packet back to the original sender with the mpNum generation from above,
// then send it to the other players
packet.Send(false);
packet.Send(true);
Script::Call<Script::CallbackIdentity("OnObjectPlace")>(player.getId(), objectList.cell.getDescription().c_str());
}
};

@ -17,8 +17,6 @@ namespace mwmp
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Received %s from %s", strPacketID.c_str(), player.npc.mName.c_str());
packet.Send(true);
Script::Call<Script::CallbackIdentity("OnObjectScale")>(player.getId(), objectList.cell.getDescription().c_str());
}
};

@ -23,11 +23,6 @@ namespace mwmp
objectList.baseObjects.at(i).mpNum = mwmp::Networking::getPtr()->incrementMpNum();
}
// Send this packet back to the original sender with the mpNum generation from above,
// then send it to the other players
packet.Send(false);
packet.Send(true);
Script::Call<Script::CallbackIdentity("OnObjectSpawn")>(player.getId(), objectList.cell.getDescription().c_str());
}
};

@ -17,8 +17,6 @@ namespace mwmp
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Received %s from %s", strPacketID.c_str(), player.npc.mName.c_str());
packet.Send(true);
Script::Call<Script::CallbackIdentity("OnObjectState")>(player.getId(), objectList.cell.getDescription().c_str());
}
};

@ -17,8 +17,6 @@ namespace mwmp
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Received %s from %s", strPacketID.c_str(), player.npc.mName.c_str());
packet.Send(true);
Script::Call<Script::CallbackIdentity("OnObjectTrap")>(player.getId(), objectList.cell.getDescription().c_str());
}
};

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