Jump to content

DynamicObject


Auntie Mangos

Recommended Posts

  • 41 years later...

Hi all,

I have a problem with all DynamicObjects. My Problem, i think a problem of mangos too, i am a user of rsa repo.

How it DOES work:

If i join the spellradius of DynamicObject, i get the spelleffect. (all OK)

If i leave the spellradius of DynamicObject, i lose the spelleffect. (all OK)

if i join again the spellradius of DynamicObject, i get NO spelleffect.

How it SHOULD work:

i think the player or npc should get the spelleffect again.

SD2 Version:

Database Name and Version :

I think SD2 and Database is uninteresting. this is a core bug.

Maybe someone can help me. If this bug is already post. Sry for double post. In my opinion the Search function in this forum is very bad.

You can reproduce this Problem very good with the spell 62807 (Starlight - Duration 60 seconds - instant spell - no channel).

Link to comment
Share on other sites

Yes It is pretty important issue, breaks many spells like hunter traps, people leave and re-enter them without effect re-apply.

This is kinda old bug ~2 months though I was partially sure its custom code issue... thus never reported (I doubt its reported anywhere already)

Link to comment
Share on other sites

Ok, now i know the reason why the effect ist not apply again.

The Unit is not delete from the "affected target list" when the unit go outside of area.

my temp fix

Edit: DON'T USE THIS FIX, Take a look in the my threat in the review part. a link is below

diff --git a/src/game/DynamicObject.cpp b/src/game/DynamicObject.cpp
diff --git a/src/game/GridNotifiersImpl.h b/src/game/GridNotifiersImpl.h
index f240d86..e0eab10 100644
--- a/src/game/GridNotifiersImpl.h
+++ b/src/game/GridNotifiersImpl.h
@@ -148,8 +148,8 @@ inline void MaNGOS::DynamicObjectUpdater::VisitHelper(Unit* target)
            return;
    }

-    if (i_dynobject.IsAffecting(target))
-        return;
+    //if (i_dynobject.IsAffecting(target))
+        //return;

    SpellEntry const *spellInfo = sSpellStore.LookupEntry(i_dynobject.GetSpellId());
    SpellEffectIndex eff_index  = i_dynobject.GetEffIndex();

Know someone the codepart, where the area aura is remove? That we can delete the Unit from "affected target list"

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use