[General] Remove ActorHeadRotation packet because it would be too spammy

0.6.1
David Cernat 8 years ago
parent 2872675f5e
commit ca8fd1aa72

@ -33,7 +33,6 @@
#include "processors/actor/ProcessorActorAttack.hpp"
#include "processors/actor/ProcessorActorCellChange.hpp"
#include "processors/actor/ProcessorActorDynamicStats.hpp"
#include "processors/actor/ProcessorActorHeadRotation.hpp"
#include "processors/actor/ProcessorActorPosition.hpp"
#include "processors/actor/ProcessorActorSpeech.hpp"
#include "WorldProcessor.hpp"
@ -86,7 +85,6 @@ void ProcessorInitializer()
ActorProcessor::AddProcessor(new ProcessorActorAttack());
ActorProcessor::AddProcessor(new ProcessorActorCellChange());
ActorProcessor::AddProcessor(new ProcessorActorDynamicStats());
ActorProcessor::AddProcessor(new ProcessorActorHeadRotation());
ActorProcessor::AddProcessor(new ProcessorActorPosition());
ActorProcessor::AddProcessor(new ProcessorActorSpeech());
ActorProcessor::AddProcessor(new ProcessorActorTest());

@ -1,29 +0,0 @@
#ifndef OPENMW_PROCESSORACTORHEADROTATION_HPP
#define OPENMW_PROCESSORACTORHEADROTATION_HPP
#include "apps/openmw-mp/ActorProcessor.hpp"
namespace mwmp
{
class ProcessorActorHeadRotation : public ActorProcessor
{
public:
ProcessorActorHeadRotation()
{
BPP_INIT(ID_ACTOR_HEAD_ROTATION)
}
void Do(ActorPacket &packet, Player &player, BaseActorList &actorList) override
{
// Send only to players who have the cell loaded
Cell *serverCell = CellController::get()->getCell(&actorList.cell);
if (serverCell != nullptr)
serverCell->sendToLoaded(&packet, &actorList);
//Script::Call<Script::CallbackIdentity("OnActorHeadRotation")>(player.getId(), actorList.cell.getDescription().c_str());
}
};
}
#endif //OPENMW_PROCESSORACTORHEADROTATION_HPP

@ -2439,31 +2439,6 @@ void CharacterController::updateHeadTracking(float duration)
xAngleRadians = (1.f-factor) * mAnimation->getHeadPitch() + factor * (-xAngleRadians);
zAngleRadians = (1.f-factor) * mAnimation->getHeadYaw() + factor * (-zAngleRadians);
/*
Start of tes3mp addition
Save or load head pitch and yaw depending on whether this is a local or dedicated actor
*/
if (mwmp::Main::get().getCellController()->isLocalActor(mPtr))
{
mwmp::LocalActor *localActor = mwmp::Main::get().getCellController()->getLocalActor(mPtr);
localActor->headPitch = xAngleRadians;
localActor->headYaw = zAngleRadians;
}
else if (mwmp::Main::get().getCellController()->isDedicatedActor(mPtr))
{
mwmp::DedicatedActor *dedicatedActor = mwmp::Main::get().getCellController()->getDedicatedActor(mPtr);
//if (dedicatedActor->headPitch != -1)
// xAngleRadians = dedicatedActor->headPitch;
//if (dedicatedActor->headYaw != -1)
// zAngleRadians = dedicatedActor->headYaw;
}
/*
End of tes3mp addition
*/
mAnimation->setHeadPitch(xAngleRadians);
mAnimation->setHeadYaw(zAngleRadians);
}

@ -895,10 +895,6 @@ void Networking::processActorPacket(RakNet::Packet *packet)
{
break;
}
case ID_ACTOR_HEAD_ROTATION:
{
break;
}
case ID_ACTOR_SPEECH:
{
break;

@ -169,8 +169,8 @@ add_component_dir (openmw-mp
Packets/Actor/PacketActorList Packets/Actor/PacketActorAuthority Packets/Actor/PacketActorTest
Packets/Actor/PacketActorAnimPlay Packets/Actor/PacketActorAttack Packets/Actor/PacketActorCellChange
Packets/Actor/PacketActorAnimFlags Packets/Actor/PacketActorDynamicStats Packets/Actor/PacketActorHeadRotation
Packets/Actor/PacketActorPosition Packets/Actor/PacketActorSpeech
Packets/Actor/PacketActorAnimFlags Packets/Actor/PacketActorDynamicStats Packets/Actor/PacketActorPosition
Packets/Actor/PacketActorSpeech
Packets/World/PacketObjectDelete Packets/World/PacketObjectPlace Packets/World/PacketObjectScale
Packets/World/PacketObjectLock Packets/World/PacketObjectUnlock Packets/World/PacketObjectMove

@ -29,9 +29,6 @@ namespace mwmp
char drawState;
bool isFlying;
float headPitch;
float headYaw;
Animation animation;
};

@ -10,7 +10,6 @@
#include "../Packets/Actor/PacketActorAttack.hpp"
#include "../Packets/Actor/PacketActorCellChange.hpp"
#include "../Packets/Actor/PacketActorDynamicStats.hpp"
#include "../Packets/Actor/PacketActorHeadRotation.hpp"
#include "../Packets/Actor/PacketActorPosition.hpp"
#include "../Packets/Actor/PacketActorSpeech.hpp"
@ -35,7 +34,6 @@ mwmp::ActorPacketController::ActorPacketController(RakNet::RakPeerInterface *pee
AddPacket<PacketActorAttack>(&packets, peer);
AddPacket<PacketActorCellChange>(&packets, peer);
AddPacket<PacketActorDynamicStats>(&packets, peer);
AddPacket<PacketActorHeadRotation>(&packets, peer);
AddPacket<PacketActorPosition>(&packets, peer);
AddPacket<PacketActorSpeech>(&packets, peer);
}

@ -47,7 +47,6 @@ enum GameMessages
ID_ACTOR_CELL_CHANGE,
ID_ACTOR_ANIM_FLAGS,
ID_ACTOR_DYNAMICSTATS,
ID_ACTOR_HEAD_ROTATION,
ID_ACTOR_POSITION,
ID_ACTOR_SPEECH,

@ -1,48 +0,0 @@
#include <components/openmw-mp/NetworkMessages.hpp>
#include <components/openmw-mp/Log.hpp>
#include "PacketActorHeadRotation.hpp"
using namespace mwmp;
PacketActorHeadRotation::PacketActorHeadRotation(RakNet::RakPeerInterface *peer) : ActorPacket(peer)
{
packetID = ID_ACTOR_HEAD_ROTATION;
}
void PacketActorHeadRotation::Packet(RakNet::BitStream *bs, bool send)
{
ActorPacket::Packet(bs, send);
if (!send)
actorList->baseActors.clear();
else
actorList->count = (unsigned int)(actorList->baseActors.size());
RW(actorList->count, send);
RW(actorList->cell.mData.mFlags, send);
RW(actorList->cell.mData.mX, send);
RW(actorList->cell.mData.mY, send);
RW(actorList->cell.mName, send);
BaseActor actor;
for (unsigned int i = 0; i < actorList->count; i++)
{
if (send)
{
actor = actorList->baseActors.at(i);
}
RW(actor.refId, send);
RW(actor.refNumIndex, send);
RW(actor.mpNum, send);
// TODO: Fill this in
if (!send)
{
actorList->baseActors.push_back(actor);
}
}
}

@ -1,17 +0,0 @@
#ifndef OPENMW_PACKETACTORHEADROTATION_HPP
#define OPENMW_PACKETACTORHEADROTATION_HPP
#include <components/openmw-mp/Packets/Actor/ActorPacket.hpp>
namespace mwmp
{
class PacketActorHeadRotation : public ActorPacket
{
public:
PacketActorHeadRotation(RakNet::RakPeerInterface *peer);
virtual void Packet(RakNet::BitStream *bs, bool send);
};
}
#endif //OPENMW_PACKETACTORHEADROTATION_HPP
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