void PlayerHandler::processWalkResponse(Net::MessageIn &msg) { /* * This client assumes that all walk messages succeed, * and that the server will send a correction notice * otherwise. */ uint16_t srcX, srcY, dstX, dstY; msg.readInt32(); //tick msg.readCoordinatePair(srcX, srcY, dstX, dstY); if (player_node) player_node->setRealPos(dstX, dstY); }
void PlayerHandler::processWalkResponse(Net::MessageIn &msg) { BLOCK_START("PlayerHandler::processWalkResponse") /* * This client assumes that all walk messages succeed, * and that the server will send a correction notice * otherwise. */ uint16_t srcX, srcY, dstX, dstY; msg.readInt32("tick"); msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path"); msg.readUInt8("(sx<<4) | (sy&0x0f)"); if (localPlayer) localPlayer->setRealPos(dstX, dstY); BLOCK_END("PlayerHandler::processWalkResponse") }