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stfx

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Posts posted by stfx

  1. I was just wondering if I could finally get this working for the main branch yet or if I have to drop to ONE just to get my OutdoorPVP?

    This modification/branch is being developed on master but Salja is actively backporting it to One. So yea, it works on the main branch as well as on One. Checkout Xfurry's link to get the newest version

  2. This has been discussed several times, especially as of recently. The Luda has explained some issues with improving security (not that I believe he is against it any way, just a daunting task)

    Most of the spam I see comes from individual accounts that are created and used only once (maybe they get banned quickly?) I would recommend making new accounts as a Pending user group that must post a minimum number of posts in a special thread, that way the spam that does happen can be centralized in one area and prevent them from getting to other threads. Legitimate users would just have to post something coherent that's obviously not spam and then they would be allowed to post to the rest of the forums. The reason for suggesting this way is that it wouldn't require any new plugins/modules to the forums software.

    Then a new moderator could be assigned to this "spam catcher" thread and ban spammers and occasionally purge the thread

    No, please dont. I really hate those forums where you need to get permission to post or something like that. Simply add a few random custom questions on register - this catches all spambots

  3. @amaru

    @ BG_TEAMS_COUNT

    depends on the meaning what this is required for - from normal view there should be no need to include this to shared define (it is used for oPvp, not BG) - so maybe a new define would be better choice

    If you would look at the comment in gameobject.h you would see that it says that we should define a generic enum for both cases as they have practically the same use for BG and OPvP. Btw I did not know that the current implementation would cause compile issues with some platforms :(

  4. The variable m_isunderwater was removed and replaced by m_MirrorTimerFlags (and kinda by m_MirrorTimerFlagsLast) in the new map format commit: https://github.com/mangos/mangos/commit/485cb0cd34d47b68b098574060ce48379e6608e0

    diff --git a/src/game/Player.h b/src/game/Player.h
    index 836baf2..6fc9d58 100644
    --- a/src/game/Player.h
    +++ b/src/game/Player.h
    @@ -68,7 +68,7 @@ enum SpellModType
        SPELLMOD_PCT          = 108                             // SPELL_AURA_ADD_PCT_MODIFIER
    };
    
    -// 2^n values, Player::m_isunderwater is a bitmask. These are mangos internal values, they are never send to any client
    +// 2^n internal values, they are never sent to the client
    enum PlayerUnderwaterState
    {
        UNDERWATER_NONE                     = 0x00,
    
    

  5. Thanks.

    I took the liberty of applying your patch to mangos master without any code cleanups to make code review easier. While code cleanups are usually nice there is a lot more to be changed there like removing whitespaces within brackets, using camelCase, using type* varName instead of type * varName, and so on which can be done by a dev easily...

    http://pastebin.com/AUXq544M

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