Thread: Prioritized player drawing

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  1. #21  
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    Nice feature man. Definitely useful.

    Worth a rep for sure.
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  3. #22  
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    Quote Originally Posted by Zivik View Post
    Nice feature man. Definitely useful.

    Worth a rep for sure.
    Ty
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  4. #23  
    Registered Member OP411's Avatar
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    So damn useful
    Thanks for this dude
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  5. #24  
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    This is very swag, very nice, i like.
    Currently studying: N/A
    Occupation: Software Engineer
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  6. #25  
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    Can someone rename everything to OS-Bruality ?

    I got tons of errors, also I cannot find any of those codes. I tried method47:

    I don't undrstand here, I can't read this:

    private void method47(boolean flag) {
    if (myPlayer.x >> 7 == destX && myPlayer.y >> 7 == destY)
    destX = 0;
    int j = playerCount;
    if (flag)
    j = 1;
    for (int l = 0; l < j; l++) {
    Player player;
    int i1;
    if (flag) {
    player = myPlayer;
    i1 = myPlayerIndex << 14;
    } else {
    player = playerArray[playerIndices[l]];
    i1 = playerIndices[l] << 14;
    }
    if (player == null || !player.isVisible())
    continue;
    player.aBoolean1699 = (lowMem && playerCount > 50 || playerCount > 200) && !flag
    && player.anInt1517 == player.anInt1511;
    int j1 = player.x >> 7;
    int k1 = player.y >> 7;
    if (j1 < 0 || j1 >= 104 || k1 < 0 || k1 >= 104)
    continue;
    if (player.aModel_1714 != null && loopCycle >= player.anInt1707 && loopCycle < player.anInt1708) {
    player.aBoolean1699 = false;
    player.anInt1709 = method42(plane, player.y, player.x);
    worldController.method286(plane, player.y, player, player.anInt1552, player.anInt1722, player.x,
    player.anInt1709, player.anInt1719, player.anInt1721, i1, player.anInt1720);
    continue;
    }
    if ((player.x & 0x7f) == 64 && (player.y & 0x7f) == 64) {
    if (anIntArrayArray929[j1][k1] == anInt1265)
    continue;
    anIntArrayArray929[j1][k1] = anInt1265;
    }
    player.anInt1709 = method42(plane, player.y, player.x);
    worldController.method285(plane, player.anInt1552, player.anInt1709, i1, player.y, 60, player.x, player,
    player.aBoolean1541);
    }
    }
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  7. #26  
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    I've done this before. good Stuff, can't remember if I did it the same way.
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  8. #27  
    08-13, SpawnScape Owner

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    Goood idea
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  9. #28  
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    This is pretty cool. Lots of renaming, but got it to work. Thnkx

    Only thing that sucks is when you move away from the player, it reverts back to the other player instead of the one you were follow/attacking.

    Know how to fix that?
    Spoiler for Don't be a deadfool:
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  10. #29  
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    Quote Originally Posted by Versatile View Post
    This is pretty cool. Lots of renaming, but got it to work. Thnkx

    Only thing that sucks is when you move away from the player, it reverts back to the other player instead of the one you were follow/attacking.

    Know how to fix that?
    Uhm this is pretty old but looked through the code and yeah that's going to happen cause it only prioritizes the player you're currently interacting with. I remember porting it over to Elkoy a while ago and we send the player index to prioritize from server instead. Otherwise you can just cache the old interact client-sided.
    [Today 01:29 AM] RSTrials: Nice 0.97 Win/Loss Ratio luke. That's pretty bad.
    [Today 01:30 AM] Luke132: Ok u fucking moron i forgot i could influence misc.random
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  12. #30  
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    Nice job & good idea!
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