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authorxinef1 <w.szyszko2@gmail.com>2017-03-02 02:19:25 +0100
committerShauren <shauren.trinity@gmail.com>2019-08-17 20:04:14 +0200
commit60663d1374beef3103f4787152654034fa4a8897 (patch)
tree38e07d44442ad903a9729536942e8e253a072274 /src/server/game/Handlers/MovementHandler.cpp
parent98180ecdc179386270e93b80c0db8344b659557f (diff)
Ensure that all actions are compared to fixed point in time (ie. world update start) (#18910)
- Actions will not be dependent on processing moment - Increased GameObjects cooldown resolution to milliseconds, fixes arming time of traps to be exactly one second and not something from range (1000, 1999) - Created GameTime namespace and UpdateTime class and moved there some code out of world (cherrypicked from 7567cafec84080d26ea513242a1f540a823b8f9d)
Diffstat (limited to 'src/server/game/Handlers/MovementHandler.cpp')
-rw-r--r--src/server/game/Handlers/MovementHandler.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/Handlers/MovementHandler.cpp b/src/server/game/Handlers/MovementHandler.cpp
index 40609faa567..9ff173b8add 100644
--- a/src/server/game/Handlers/MovementHandler.cpp
+++ b/src/server/game/Handlers/MovementHandler.cpp
@@ -20,6 +20,7 @@
#include "Battleground.h"
#include "Common.h"
#include "Corpse.h"
+#include "GameTime.h"
#include "Garrison.h"
#include "InstancePackets.h"
#include "InstanceSaveMgr.h"
@@ -388,7 +389,7 @@ void WorldSession::HandleMovementOpcode(OpcodeClient opcode, MovementInfo& movem
plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetMap()->IsUnderWater(plrMover->GetPhaseShift(), movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
}
- uint32 mstime = getMSTime();
+ uint32 mstime = GameTime::GetGameTimeMS();
/*----------------------*/
if (m_clientTimeDelay == 0)
m_clientTimeDelay = mstime - movementInfo.time;