[L2J] Movement issues resolving

This is a ready-made fix for a long-standing problem with desynchronization of player movement between the game client and the server. Many have tried to fix it in a variety of ways. But without knowing the reasons causing it, the best they could do was optimize the server code. That is not bad, but the result was not expected.

The fix is ​​based on understanding how movement works in the client and how it is implemented on the server. There are two reasons. Depending on the nature of the movement, they formed the lag of the player on the server one by one or together. In the latter case, desynchronization was catastrophic even in small areas.

In the final work, we had to add a linear dependence on the character’s movement speed. Up to speeds of 180-200, which are normal in most cases, this was not required. But for the speeds at which admins run, this caused a significant imbalance. In total, it turned out to completely neutralize the difference up to speeds of up to 600 units.