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[10677] Send to creature/etc Update call real diff from last update and use it.
Now in case when creature/etc some tices not updates in result stay in not active (no near players or active objects) cell some important timers (corpse decay, summon timers, group loot expire, aura durations, etc) will updates at real diff time from last prev. update call. Signed-off-by: VladimirMangos <vladimir@getmangos.com> For some systems added exclude use real diff time because current limitations like move generators. So its stay use last tick diff and considered freeze and skip all time while creature in not active map part.
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35 changed files with 162 additions and 149 deletions
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@ -106,7 +106,7 @@ Unit* DynamicObject::GetCaster() const
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return ObjectAccessor::GetUnit(*this, GetCasterGUID());
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}
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void DynamicObject::Update(uint32 p_time)
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void DynamicObject::Update(uint32 update_diff, uint32 /*tick_diff*/)
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{
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// caster can be not in world at time dynamic object update, but dynamic object not yet deleted in Unit destructor
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Unit* caster = GetCaster();
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@ -118,8 +118,8 @@ void DynamicObject::Update(uint32 p_time)
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bool deleteThis = false;
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if(m_aliveDuration > int32(p_time))
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m_aliveDuration -= p_time;
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if(m_aliveDuration > int32(update_diff))
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m_aliveDuration -= update_diff;
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else
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deleteThis = true;
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