If entity is a player, send relmove packets.
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@ -1920,7 +1920,7 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
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}
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// Only send movement if speed is not 0 and 'no speed' was sent to client
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if (!m_bHasSentNoSpeed)
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if (!m_bHasSentNoSpeed || IsPlayer())
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{
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// TODO: Pickups move disgracefully if relative move packets are sent as opposed to just velocity. Have a system to send relmove only when SetPosXXX() is called with a large difference in position
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int DiffX = FloorC(GetPosX() * 32.0) - FloorC(m_LastSentPosition.x * 32.0);
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