Quote:
Originally Posted by PeTe Ninja
Umm sometimes a server has a rollback and its really annoying to players... how can i fix that
?
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The rollbacks are an error created by you.
You replaced your original Jump.cs with the "Fixed" one.
The "Fixed" Jump creates those rollbacks.
I can't believe I'm helping you but if I do maybe it'll bring peace with you.
This is the original Jump:
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace NewestCOServer.PacketHandling
{
public class Jump
{
public static void Handle(Main.GameClient GC, byte[] Data)
{
if (GC.MyChar.BuffOf(NewestCOServer.Features.SkillsClass.ExtraEffect.BlessPray).Eff == NewestCOServer.Features.SkillsClass.ExtraEffect.BlessPray)
GC.MyChar.RemoveBuff(GC.MyChar.BuffOf(Features.SkillsClass.ExtraEffect.BlessPray));
GC.MyChar.Mining = false;
GC.MyChar.AtkMem.Attacking = false;
GC.MyChar.Action = 100;
if (GC.MyChar.Loc.AbleToJump(BitConverter.ToUInt16(Data, 8), BitConverter.ToUInt16(Data, 10), GC.MyChar.StatEff.Contains(NewestCOServer.Game.StatusEffectEn.Cyclone) || GC.MyChar.StatEff.Contains(NewestCOServer.Game.StatusEffectEn.Ride)))
{
if (GC.MyChar.StatEff.Contains(NewestCOServer.Game.StatusEffectEn.Ride))
{
if (GC.MyChar.Vigor >= 5)
GC.MyChar.Vigor -= 5;
else return;
}
Game.World.Action(GC.MyChar, Data);
GC.MyChar.Loc.Jump(BitConverter.ToUInt16(Data, 8), BitConverter.ToUInt16(Data, 10));
Game.World.Spawns(GC.MyChar, true);
}
else
{
GC.LocalMessage(2005, "Invalid Jump!");
GC.AddSend(Packets.GeneralData(GC.MyChar.EntityID, 0, GC.MyChar.Loc.X, GC.MyChar.Loc.Y, 0x6c));
}
}
}
}
that should fix the rollbacks.