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authortreeston <treeston.mmoc@gmail.com>2017-06-10 15:08:35 +0200
committerCarbenium <carbenium@outlook.com>2020-07-16 22:00:28 +0200
commit5392212799b669d91c80cf0e9539a3aaa2abbe79 (patch)
tree40db1efd019087e801f165ab4ad5f1640237b5f5 /src/server/worldserver
parent2e8ce5a70f90392e00bd3e7a76a678423b5432e8 (diff)
So, I came in trying to fix gameobject LoS. So I restructured some stuff.
Then it turned out that gameobject LoS is already fixed. So all this does, really, is restructure some stuff. And remove the hack from Sapphiron because I could. (cherry picked from commit d57307f63d8deb51003d61163adccce4e2c1bd47)
Diffstat (limited to 'src/server/worldserver')
-rw-r--r--src/server/worldserver/worldserver.conf.dist9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/server/worldserver/worldserver.conf.dist b/src/server/worldserver/worldserver.conf.dist
index 2a4017f151c..cb98239b83e 100644
--- a/src/server/worldserver/worldserver.conf.dist
+++ b/src/server/worldserver/worldserver.conf.dist
@@ -436,6 +436,15 @@ vmap.enableIndoorCheck = 1
DetectPosCollision = 1
#
+# CheckGameObjectLoS
+# Description: Include dynamic game objects (doors, chests etc.) in line of sight checks.
+# This increases CPU usage somewhat.
+# Default: 1 - (Enabled)
+# 0 - (Disabled, may break some boss encounters)
+
+CheckGameObjectLoS = 1
+
+#
# TargetPosRecalculateRange
# Description: Max distance from movement target point (+moving unit size) and targeted
# object (+size) after that new target movement point calculated.