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[not working] Outdoor Pvp


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no the link is right - also this works for me:

git clone  git://github.com/mangos/mangos.git
cd mangos
git pull git://github.com/balrok/mangos.git outdoor

when i checkout foreign branches i do:

git remote add balrok git://github.com/mangos/mangos.git
git fetch balrok
git branch -a
git merge balrok/outdoor

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Does this patch work again for you (since 8102) ?

Maybe a problem with 8102 but I don't see where...

This code could be a little part for 8102+ support

@@ -324,11 +324,10 @@ bool OutdoorPvPObjective::DelCreature(uint32 type)
    sLog.outDebug("deleting opvp creature type %u",type);
    uint32 guid = cr->GetDBTableGUIDLow();
    // dont save respawn time
    cr->SetRespawnTime(0);
    cr->RemoveCorpse();
-    cr->CleanupsBeforeDelete();
    // explicit removal from map
    // beats me why this is needed, but with the recent removal "cleanup" some creatures stay in the map if "properly" deleted
    // so this is a big fat workaround, if AddObjectToRemoveList and DoDelayedMovesAndRemoves worked correctly, this wouldn't be needed
    if(Map * map = MapManager::Instance().FindMap(cr->GetMapId()))
        map->Remove(cr,false);

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mh whats the problem?

my attempt to fix is, to rewrite those del-function, so that they look more similar to those one in battleground.cpp

but i would've done generally the same as you..

hopefully i fixed the problem with that..

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Hiho,

sorry for noobish question, but when do you plan to ipmlement it into the source?

Would be fantastic if it's soon, because without Outdoor PvP, WoW isn't WoW. :)

/edit:

Booooh wtf this is MaNGOS forums? xD

Okay, just updated post^^

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Hiho,

sorry for noobish question, but when do you plan to ipmlement it into the source?

Would be fantastic if it's soon, because without Outdoor PvP, WoW isn't WoW. :)

/edit:

Booooh wtf this is MaNGOS forums? xD

Okay, just updated post^^

Maybe because...:

Todo:

- reset timer for the outdoor pvps (I don't have information about this, whether they can reset when there are active players inside, if they reset when some of the objectives are neutral, in what intervals are they reset etc.)

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it is not blizzlike yet and is still missing some features ... so i wont think it will get implemented that soon...

btw...

diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 7a3d09e..020313e 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -6380,7 +6380,7 @@ void Player::CheckDuelDistance(time_t currTime)

bool Player::IsOutdoorPvPActive()
{
-    return (isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP) || sWorld.IsPvPRealm())  && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING2) && !isInFlight());
+    return (isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP) || sWorld.IsPvPRealm())  && !HasMovementFlag(MOVEMENTFLAG_FLYING2) && !isInFlight());
}

void Player::DuelComplete(DuelCompleteType type)

Booooh wtf this is MaNGOS forums? xD

if you want this to get implemented provide some useful information for further development ;)

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@ spy from blizz:

you're investigations were right ^^

@netsky the patch you posted, is already inside the source

commit 8ac221b6 or d95a7328 .. in this commit i even managed to add yad02 as author :)) )

edit: or at least should be, if you say i forgot to push, i'll look at it

ahh maybe you're checking out the wrong sources, the new source is in my repository, something like: github.com/balrok/mangos

@why not implemented:

this code was currently not reviewed.. also the bug , that stealthed players caused a clientside lag (which was fixed in e5911a8b1ae6afb37cd0562e976bd2618e1b7d2e )

showed that this patch needs to be looked through..

also this patch introduces much redundant code (addobject/addcreature/updateworldstates) which can maybe somehow merged together with those equivalent functions

also codestyle needs to be improved too and some bad hacks must be removed..

if someone wants to help with this you're welcome :)

as i said already i won't have time for it in the nearest future

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Thanks for your information :)

I don't speak C++ so I'm not able to help you :(

I hope, others can help you ... maybe VladimirMangos :)

@ NetSky:

First I thougt I was still in the SD2 forums, but then I saw a big MaNGOS and I thought only "fuck" :D

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@mythos: lol ^^

i send some patches to outdoor (not -0.12) i just cleaned up the codestyle

but if something behaves different from those functions we know what it was (:

made some virtual-function in outdoor to normal functions

i think it's more clear, if functions, which don't get overwritten

don't have the virtual-tag

if some subclass needs to redefine them, we can readd the virtual

later

also fixed compile warnings

moved some virtual function-bodies from .cpp to .h

also changed some logoutput (added "OutdoorPvPObjective" in the beginning)

more work on logoutput

used vims autointendent for a better codestyle

about the virtual-function-part i'm not very sure.. but i think, if i've would done a mistake there, the compiler would complain about it

also i splitted up the setgoartkit into another branch (artkit)

if someone knows something about this artkit, please tell me - i guess it will changes the display of the gameobject..

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bool IsInsideObjective(Player * plr) { return m_ActivePlayerGuids.find(plr->GetGUID()) != m_ActivePlayerGuids.end(); }

wants to access to m_ActivePlayerGuids wich is not is the same class (and m_ActivePlayerGuids is protected)

so (for me) compile fails

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sorry - i don't know how it happened.. i'm pretty sure, that i compiled after everything..

a fixing commit is now uploaded

and the patch by thyros is wrong :P

i had to revert this change

first problem was, that i mixed up OutdoorPVP with OutdoorPVPObjective

and 2nd bug, was that the playerclass in the header wasn't declared fully.. so i just moved it back..

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