forked from EXTERNAL/bareiron
add option to tie movement updates to tickrate
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@@ -102,9 +102,18 @@
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// clients from Keep Alive packets.
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#define NETWORK_TIMEOUT_TIME 15000000
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// If defined, rebroadcasts ALL incoming movement updates, disconnecting
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// movement from the server's tickrate. This makes movement much smoother
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// on very low tickrates, at the cost of potential network instability when
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// hosting more than just a couple of players. When disabling this on low
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// tickrates, consider disabling SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT too.
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#define BROADCAST_ALL_MOVEMENT
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// If defined, scales the frequency at which player movement updates are
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// broadcast based on the amount of players, reducing overhead for higher
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// player counts. For very many players, makes movement look jittery.
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// It is not recommended to use this if BROADCAST_ALL_MOVEMENT is disabled
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// on low tickrates, as that might drastically decrease the update rate.
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#define SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT
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// If defined, calculates fluid flow when blocks are updated near fluids
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@@ -207,6 +216,7 @@ typedef struct {
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// 0x08 - sprinting
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// 0x10 - eating, makes flagval_16 act as eating timer
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// 0x20 - client loading, uses flagval_16 as fallback timer
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// 0x40 - movement update cooldown
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uint8_t flags;
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} PlayerData;
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