Tero Posted April 3 Share Posted April 3 This is such a minor tweak that I don't even really think it's worth creating a topic for, but my testers reported that this makes the game feel significantly smoother. This change attempts to address a desync issue when attacking. When clicking on a monster that is hostile and is also moving towards you, sometimes your character will fail to begin attacking because the client thinks it is within range to attack, but the character is actually too far away to attack on the server side. It's especially common with monsters that move fast. With this tweak, this situation should no longer happen. The change is in unit.cpp: Find this comment: // Player tries to attack but target is too far, notify client Add this line immediately afterwards: clif_fixpos(src); // synchronize the player's position with the client Don't change anything else. The finished code block should look like this. if(sd && !check_distance_client_bl(src,target,range)) { // Player tries to attack but target is too far, notify client clif_fixpos(src); // synchronize the player's position with the client clif_movetoattack(sd,target); return 1; Then just recompile the code and test it out. Everyone I had test it said it felt instantly noticeable. This does increase the number of packets being sent so this may cause a very minor increase to network traffic, but based on the number of packets that are typically sent back and forth I don't think the effect is very significant. 5 1 3 Quote Link to comment Share on other sites More sharing options...