BOOL KPlayerBaseProcess::OnSyncAdjustMove( LPCBYTE pData, UINT uDataLen )
{
	KS2C_SYNC_ADJUST_MOVE* pReceived = (KS2C_SYNC_ADJUST_MOVE*)pData;

	//cprintf("Adjust: %d\n", pPak->nMoveCount);

	KPlayer* pPlayer = g_cPlayerMgr.GetById(g_cOrpgWorld.m_dwClientPlayerId);
	QCONFIRM_RET_FALSE(pPlayer);

	//if (pReceived->nMoveCount < pPlayer->m_sMoveCtrl.nMoveCount || pPlayer->m_pScene == NULL)
	//{
	//	QLogPrintf(
	//	    LOG_DEBUG, "[move] apply adjust(%d < %d)", 
	//	    pReceived->nMoveCount, pPlayer->m_sMoveCtrl.nMoveCount
	//	);

	//	DoApplyMoveAdjust();
	//	goto EXIT0;
	//}

	INT nX = 0, nY = 0, nZ = 0;
	pPlayer->GetPosition(nX, nY, nZ);

	{
		printf("[MoveAdjust] S[%d-%d],c[%d,%d,%d]s[%d,%d,%d],F[%d-%d] Diff[%d]\n",
			pPlayer->m_eMoveState,
			pReceived->nMoveState,
			nX, nY, nZ, 
			pReceived->nX, pReceived->nY, pReceived->nZ, 
			g_cOrpgWorld.m_dwLogicFrames, pReceived->dwVirtualFrame,
			g_cOrpgWorld.m_dwLogicFrames - pReceived->dwVirtualFrame);
	}

	pPlayer->SetPosition(pReceived->nX, pReceived->nY, pReceived->nZ);
	pPlayer->SetMoveState((KE_MOVE_STATE)pReceived->nMoveState);
	pPlayer->m_nVelocityXY = pReceived->nVelocityXY;
	pPlayer->m_nDirectionXY = pReceived->nDirectionXY;
	pPlayer->m_nDestX = pReceived->nDestX;
	pPlayer->m_nDestY = pReceived->nDestY;
	pPlayer->m_nDestZ = pReceived->nDestZ;

	if (pReceived->dwVirtualFrame < g_cOrpgWorld.m_dwLogicFrames)
	{
		pPlayer->ForwardPosition(g_cOrpgWorld.m_dwLogicFrames - pReceived->dwVirtualFrame);
	}

EXIT0:
	return TRUE;
}