Stack
Code: Select all
> EQ2World__Debug.exe!Spawn::ProcessMovement() Line 1681 C++
EQ2World__Debug.exe!ZoneServer::SpawnProcess() Line 1018 C++
EQ2World__Debug.exe!SpawnLoop(void * tmp) Line 5235 C++
EQ2World__Debug.exe!_callthreadstart() Line 255 C
EQ2World__Debug.exe!_threadstart(void * ptd) Line 239 C
kernel32.dll!@BaseThreadInitThunk@12() Unknown
ntdll.dll!___RtlUserThreadStart@8() Unknown
ntdll.dll!__RtlUserThreadStart@8() Unknown
Code: Select all
void Spawn::ProcessMovement(){
==> if(IsPlayer()){
//Check if player is riding a boat, if so update pos (boat's current location + XYZ offsets)
Player* player = ((Player*)this);
Spawn* boat = player->GetBoatSpawn();
if(boat){
SetX(boat->GetX() + player->GetBoatX());
SetY(boat->GetY() + player->GetBoatY());
SetZ(boat->GetZ() + player->GetBoatZ());
}
}Btw, the only difference on my local server right now is the r_SpawnUpdateTimer = 200, after trying desperately to get connected without the 4000 ping of death.