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The_Game_Master

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Posts posted by The_Game_Master

  1. I think this script needs to be updated.

    Can anybody confirm that this is not working anymore?

    -- Fire bomb script
    
    DELETE FROM `creature_ai_scripts` WHERE `creature_id` = 18225;
    INSERT INTO `creature_ai_scripts`(`creature_id`,`event_type`,`event_inverse_phase_mask`,`event_chance`
    ,`event_flags`,`event_param1`,`event_param2`,`event_param3`,`event_param4`,`action1_type`,`action1_param1`
    ,`action1_param2`,`action1_param3`,`action2_type`,`action2_param1`,`action2_param2`,`action2_param3`,
    `action3_type`,`action3_param1`,`action3_param2`,`action3_param3`,`comment`) VALUES
    (18225,11,0,100,0,0,0,0,0,11,31961,0,4,0,0,0,0,0,0,0,0,'Fire Bomb Target cast Fire Bomb on Spawn'),
    (18225,0,100,5000,0,5000,0,0,0,37,0,0,0,0,0,0,0,0,0,0,0,'Fire Bomb Target Despawn');
    
    UPDATE creature_template SET AIName = 'EventAI', ScriptName='' WHERE `entry` = 18225;

  2. Hello,

    i recently got a crash on Spell.cpp line "ASSERT( Caster != NULL && info != NULL );" on linux.

    I was wondering why do we use these 2 ASSERTS here

        ASSERT( Caster != NULL && info != NULL );
       ASSERT( info == sSpellStore.LookupEntry( info->Id ) && "`info` must be pointer to sSpellStore element");

    As far as i know in the release method the ASSERT command, or more commonly used as small letters assert is skipped.

    Why do we need them, and why can't we just use small caps "assert" there?

    Or just better remove them all.

    I used

    LDFLAGS=-L/usr/local/lib
    LD_LIBRARY_PATH=/usr/local/lib
    CXXFLAGS=-I/usr/local/include
    
    autoreconf -ifv
    autoconf
    
    CFLAGS="-fno-strict-aliasing -O2" \\
    CFLAGS="-fno-delete-null-pointer-checks -O2" \\
    CXXFLAGS="-fno-strict-aliasing -O2" \\
    ../configure \\
    

    to compile, so i'm guessing that the compiler didn't ignore all the aserts, or that line is used for something else inside the code and thats just stupid. What's the difference between "assert" and "ASSERT"?

  3. Anybody got any ideea with what "SendUpdateObjectToAllExcept" was replaced with?

    ../../../src/game/OutdoorPvPEP.cpp: In member function 'virtual bool OutdoorPvPObjectiveEP_EWT::Update(uint32)':
    ../../../src/game/OutdoorPvPEP.cpp:109: error: 'class GameObject' has no member named 'SendUpdateObjectToAllExcept'
    ../../../src/game/OutdoorPvPEP.cpp:114: error: 'class GameObject' has no member named 'SendUpdateObjectToAllExcept'
    ../../../src/game/OutdoorPvPEP.cpp: In member function 'virtual bool OutdoorPvPObjectiveEP_NPT::Update(uint32)':
    ../../../src/game/OutdoorPvPEP.cpp:280: error: 'class GameObject' has no member named 'SendUpdateObjectToAllExcept'
    ../../../src/game/OutdoorPvPEP.cpp:285: error: 'class GameObject' has no member named 'SendUpdateObjectToAllExcept'
    ../../../src/game/OutdoorPvPEP.cpp: In member function 'virtual bool OutdoorPvPObjectiveEP_CGT::Update(uint32)':
    ../../../src/game/OutdoorPvPEP.cpp:445: error: 'class GameObject' has no member named 'SendUpdateObjectToAllExcept'
    ../../../src/game/OutdoorPvPEP.cpp:450: error: 'class GameObject' has no member named 'SendUpdateObjectToAllExcept'
    ../../../src/game/OutdoorPvPEP.cpp: In member function 'virtual bool OutdoorPvPObjectiveEP_PWT::Update(uint32)':
    ../../../src/game/OutdoorPvPEP.cpp:611: error: 'class GameObject' has no member named 'SendUpdateObjectToAllExcept'
    ../../../src/game/OutdoorPvPEP.cpp:616: error: 'class GameObject' has no member named 'SendUpdateObjectToAllExcept'
    make[3]: *** [OutdoorPvPEP.o] Error 1
    make[3]: Leaving directory `/root/mangos/

    http://github.com/mangos/mangos/commit/3209e0a7dfaf44d6db43c02f985a89a4b99c9437

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