fix(boats): Fixes boat movement issues (#567)
- [X] Fixes entity enumerator short circuiting when it hit a bad case - [X] Fixes order of moving entities because boat pieces that constitute tiles must be moved after objects that stand on them. (The llama problem). TODO: Implement packet of packets for displaying boats Notes: - In the future, we will have z-sorted lists, and we can iterate from highest to lowest, which will avoid the llama problem naturally.
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2 changed files with 60 additions and 96 deletions
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@ -450,16 +450,13 @@ namespace Server.Multis
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public override void OnAfterDelete()
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{
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TillerMan?.Delete();
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Hold?.Delete();
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PPlank?.Delete();
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SPlank?.Delete();
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m_TurnTimer?.Stop();
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m_TurnTimer = null;
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m_MoveTimer?.Stop();
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m_MoveTimer = null;
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Boats.Remove(this);
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}
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@ -1278,7 +1275,7 @@ namespace Server.Multis
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m_TurnTimer?.Stop();
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m_TurnTimer = new TurnTimer(this, offset);
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m_TurnTimer = Timer.DelayCall(TimeSpan.FromMilliseconds(500), Turn, offset);
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m_TurnTimer.Start();
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if (message)
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@ -1289,6 +1286,8 @@ namespace Server.Multis
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return true;
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}
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public void Turn(int offset) => Turn(offset, true);
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public bool Turn(int offset, bool message)
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{
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if (m_TurnTimer != null)
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@ -1478,7 +1477,7 @@ namespace Server.Multis
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var rx = p.X - Location.X;
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var ry = p.Y - Location.Y;
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for (var i = 0; i < count; ++i)
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for (var i = 0; i < count; i++)
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{
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var temp = rx;
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rx = -ry;
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@ -1739,7 +1738,6 @@ namespace Server.Multis
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else
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{
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using var eable = GetMovingEntities(true);
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var enumerator = eable.GetEnumerator();
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// Packet must be sent before actual locations are changed
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foreach (var ns in Map.GetClientsInRange(Location, GetMaxUpdateRange()))
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@ -1878,37 +1876,37 @@ namespace Server.Multis
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool MoveNext()
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{
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if (_enumerator?.MoveNext() != true)
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IEntity current;
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while (_enumerator?.MoveNext() == true)
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{
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return false;
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}
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current = _enumerator.Current;
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var current = _enumerator.Current;
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if (!_includeBoat && (current is TillerMan || current is Hold || current is Plank))
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{
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return false;
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}
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if (current is Item item)
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{
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if (item == _boat)
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if (!_includeBoat && current is Server.Items.TillerMan or Server.Items.Hold or Plank)
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{
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return false;
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continue;
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}
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if (_boat.Contains(item) && item.Visible && item.Z >= _boat.Z)
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if (current is Item item)
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{
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_current = current;
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return true;
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if (item == _boat)
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{
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continue;
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}
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// TODO: Remove visible check and use something better, like check for spawners, or other things in the ocean we shouldn't pick up on accident
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if (_boat.Contains(item) && item.Visible && item.Z >= _boat.Z)
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{
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_current = current;
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return true;
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}
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}
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}
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else if (current is Mobile m)
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{
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if (_boat.Contains(m))
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else if (current is Mobile m)
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{
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_current = current;
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return true;
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if (_boat.Contains(m))
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{
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_current = current;
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return true;
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}
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}
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}
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@ -1974,44 +1972,23 @@ namespace Server.Multis
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m_Facing = facing;
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TillerMan?.SetFacing(facing);
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Hold?.SetFacing(facing);
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PPlank?.SetFacing(facing);
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SPlank?.SetFacing(facing);
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int xOffset = 0, yOffset = 0;
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Movement.Movement.Offset(facing, ref xOffset, ref yOffset);
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if (Hold != null)
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{
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var count = ((m_Facing - old) & 0x7) / 2;
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}
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var count = (m_Facing - old) & 0x7;
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count /= 2;
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foreach (var e in GetMovingEntities(true))
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foreach (var e in GetMovingEntities())
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{
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if (e == this)
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{
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continue;
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}
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if (e is TillerMan tiller)
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{
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tiller.Location = new Point3D(
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X + xOffset * TillerManDistance + (facing == Direction.North ? 1 : 0),
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Y + yOffset * TillerManDistance,
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tiller.Z
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);
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}
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else if (e is Hold hold)
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{
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hold.Location = new Point3D(X + xOffset * HoldDistance, Y + yOffset * HoldDistance, hold.Z);
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}
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else if (e is Item item)
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if (e is Item item)
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{
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item.Location = Rotate(item.Location, count);
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}
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@ -2022,6 +1999,30 @@ namespace Server.Multis
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}
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}
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if (TillerMan != null)
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{
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TillerMan.Location = new Point3D(
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X + xOffset * TillerManDistance + (facing == Direction.North ? 1 : 0),
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Y + yOffset * TillerManDistance,
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TillerMan.Z
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);
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}
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if (Hold != null)
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{
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Hold.Location = new Point3D(X + xOffset * HoldDistance, Y + yOffset * HoldDistance, Hold.Z);
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}
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if (PPlank != null)
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{
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PPlank.Location = Rotate(PPlank.Location, count);
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}
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if (SPlank != null)
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{
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SPlank.Location = Rotate(SPlank.Location, count);
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}
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ItemID = facing switch
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{
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Direction.North => NorthID,
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@ -2044,13 +2045,8 @@ namespace Server.Multis
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public static void Initialize()
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{
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new UpdateAllTimer().Start();
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EventSink.WorldSave += EventSink_WorldSave;
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}
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private static void EventSink_WorldSave()
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{
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new UpdateAllTimer().Start();
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EventSink.WorldLoad += UpdateAllComponents;
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EventSink.WorldSave += UpdateAllComponents;
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}
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private class DecayTimer : Timer
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@ -2083,28 +2079,6 @@ namespace Server.Multis
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}
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}
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private class TurnTimer : Timer
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{
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private readonly BaseBoat m_Boat;
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private readonly int m_Offset;
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public TurnTimer(BaseBoat boat, int offset) : base(TimeSpan.FromSeconds(0.5))
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{
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m_Boat = boat;
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m_Offset = offset;
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Priority = TimerPriority.TenMS;
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}
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protected override void OnTick()
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{
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if (!m_Boat.Deleted)
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{
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m_Boat.Turn(m_Offset, true);
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}
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}
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}
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private class MoveTimer : Timer
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{
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private readonly BaseBoat m_Boat;
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@ -2124,18 +2098,6 @@ namespace Server.Multis
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}
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}
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public class UpdateAllTimer : Timer
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{
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public UpdateAllTimer() : base(TimeSpan.FromSeconds(1.0))
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{
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}
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protected override void OnTick()
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{
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UpdateAllComponents();
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}
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}
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/*
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* OSI sends the 0xF7 packet instead, holding 0xF3 packets
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* for every entity on the boat. Though, the regular 0xF3
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