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Unik2psc

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  1. What bug does the patch fix? What features does the patch add? Delete characters from friend list when friend are online. For which repository revision was the patch created? MaNGOS/master Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. If We deleted character and our friends are online. Our friends will have "non existing" in friends list. Who has been writing this patch? Please include either forum user names or email addresses. Emtec on github. Link to patch https://gist.github.com/738573 Need test. I'll update my server tommorow (sorry)
  2. 1. Player *pPlayer = m_session->GetPlayer(); change to if(Player *pPlayer = m_session->GetPlayer(). Security. 2. Where your code is ?. (function name, file).
  3. New patch (by Kero): https://gist.github.com/725939 You've lost these lines: Regards
  4. Kerto, this patch is full patch or patch for mod ace mtmaps ?
  5. git clone -b mangos-0.12 git://github.com/mangos/mangos.git folder(/example:mangosTbc)
  6. Unik2psc

    MMaps Redux

    compilation error: ACE libary external. ( --with-debug-info --disable-builtin-ace). --- Edit: Maybe ?
  7. Mangos revision: 10206 Link to patch: http://gist.github.com/489162 Description: Add options "send mail". There are some quest of this type. Example - quest DK - http://www.wowhead.com/quest=12711 UPDATE quest_template SET WHERE StartScript = '', CompleteScript = '12711' entry = 12711; DELETE FROM `quest_end_scripts` WHERE id = `12711`; INSERT INTO `quest_end_scripts` VALUES(12711, 0, 20, 1, 3, 27760, 0, 0, 0, 0, 0, 0, 0); INSERT INTO `mail_template` (`id`, `title`, `text`, `item1`, `item1_count`, `item2`, `item2_count`, `item3`, `item3_count`, `item4`, `item4_count`, `item5`, `item5_count`) VALUES (1, 'News From The North', 'attachment below', 39317, 1, 0, 0, 0, 0, 0, 0, 0, 0); *_scripts type 20: * @datalong - mail_id * @datalong2 (3 - CREATURE, 4 - OBJECT) * @datalogn3 datalong2_guid or entry Github account: Emtec It work
  8. http://gist.github.com/471587 Insider44(3.3.5)[mangos rev: 10176] + vehicle patch and diff --git a/src/game/Object.cpp b/src/game/Object.cpp index 32a60fd..6717860 100644 --- a/src/game/Object.cpp +++ b/src/game/Object.cpp @@ -1694,7 +1694,7 @@ Vehicle* WorldObject::SummonVehicle(uint32 id, float x, float y, float z, float } if (x == 0.0f && y == 0.0f && z == 0.0f) - GetClosePoint(x, y, z, v->GetObjectSize()); + GetClosePoint(x, y, z, v->GetObjectBoundingRadius()); v->Relocate(x, y, z, ang); diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index ec13a6f..42f89bf 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -10325,9 +10325,9 @@ void Unit::EnterVehicle(Vehicle *vehicle, int8 seat_id, bool force) return; m_movementInfo.SetTransportData(v->GetGUID(), - (veSeat->m_attachmentOffsetX + v->GetObjectSize()) * GetFloatValue(OBJECT_FIELD_SCALE_X), - (veSeat->m_attachmentOffsetY + v->GetObjectSize()) * GetFloatValue(OBJECT_FIELD_SCALE_X), - (veSeat->m_attachmentOffsetZ + v->GetObjectSize()) * GetFloatValue(OBJECT_FIELD_SCALE_X), + (veSeat->m_attachmentOffsetX + v->GetObjectBoundingRadius()) * GetFloatValue(OBJECT_FIELD_SCALE_X), + (veSeat->m_attachmentOffsetY + v->GetObjectBoundingRadius()) * GetFloatValue(OBJECT_FIELD_SCALE_X), + (veSeat->m_attachmentOffsetZ + v->GetObjectBoundingRadius()) * GetFloatValue(OBJECT_FIELD_SCALE_X), veSeat->m_passengerYaw, v->GetCreationTime(), seat_id, veSeat->m_ID, sObjectMgr.GetSeatFlags(veSeat->m_ID), v->GetVehicleFlags()); @@ -10380,7 +10380,7 @@ void Unit::ExitVehicle() vehicle->SetSpawnDuration(1); } } - v_size = vehicle->GetObjectSize(); + v_size = vehicle->GetObjectBoundingRadius(); vehicle->RemovePassenger(this); } SetVehicleGUID(0); diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index eae5df1..925710e 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -3594,8 +3594,8 @@ void Aura::HandleAuraModStun(bool apply, bool Real) ((Player*)target)->m_movementInfo.SetMovementFlags(MOVEFLAG_NONE); target->SetStandState(UNIT_STAND_STATE_STAND);// in 1.5 client } - - if(!m_target->hasUnitState(UNIT_STAT_ON_VEHICLE)) + + if(!target->hasUnitState(UNIT_STAT_ON_VEHICLE)) { WorldPacket data(SMSG_FORCE_MOVE_ROOT, 8); data << target->GetPackGUID();
  9. Confirm on rev. 10154 Just one player began to bg and
  10. This is good news I try write this code for 2 days - but, I used FindMap. It was my mistake.Very very thank man !!!
  11. LordJZ - We do not understand. I do not mean - if someone can come or not. Because it works well. I mean the active column. I mean the active column. Mangos has to change status to active to 0 ( when all in-active ban). I do not have any errors. Maybe I wrote wrong in the beginning. But in this code there is nothing wrong. I changed what was already in the code. // cleanup query //set expired bans to inactive loginDatabase.Execute("UPDATE account_banned SET active = 0 WHERE unbandate<=UNIX_TIMESTAMP() AND unbandate<>bandate"); loginDatabase.Execute("DELETE FROM ip_banned WHERE unbandate<=UNIX_TIMESTAMP() AND unbandate<>bandate"); this is default code (startup realmd). If you apply patch it is run from time to time. (chang column active to 0 - not we can connect to server). So do not say that something is wrong. Because query has not changed. Only be carried out from time to time. Query for web should be written based on the active column.Mangos decided that bans are not important. Sorry if you don't understand me. Mayby, I should write "not remove bans, and changing the column active". You know. I know - that i can build the web query with dates. But - when something is this column is "active". A simple query on the side and behind. I realizes - that can be otherwise. But why.
  12. LordJZ. Yes you are right. Player login > check ban > deactive ban per player.For me I noticed that it was not really working well. My code doesn't delete ban per player (when he logs on). This code does delete all in-active ban (it needn't player logs on) - form time to time (AccountBanUpdateDelay). This is my solution. This allows me to maintain order in the list ban. /// Remove a ban from an account or IP address bool World::RemoveBanAccount(BanMode mode, std::string nameOrIP) { if (mode == BAN_IP) { loginDatabase.escape_string(nameOrIP); loginDatabase.PExecute("DELETE FROM ip_banned WHERE ip = '%s'",nameOrIP.c_str()); } else { uint32 account = 0; if (mode == BAN_ACCOUNT) account = sAccountMgr.GetId (nameOrIP); else if (mode == BAN_CHARACTER) account = sObjectMgr.GetPlayerAccountIdByPlayerName (nameOrIP); if (!account) return false; //NO SQL injection as account is uint32 loginDatabase.PExecute("UPDATE account_banned SET active = '0' WHERE id = '%u'",account); } it need player logs on. (mangosd) - it doesn't delete ban when player not logs on Realmd - only that I changed (when Server startup ) // cleanup query //set expired bans to inactive loginDatabase.Execute("UPDATE account_banned SET active = 0 WHERE unbandate<=UNIX_TIMESTAMP() AND unbandate<>bandate"); loginDatabase.Execute("DELETE FROM ip_banned WHERE unbandate<=UNIX_TIMESTAMP() AND unbandate<>bandate"); It work when startup server. AuthSocket.cpp ///- If the account is banned, reject the logon attempt QueryResult *banresult = loginDatabase.PQuery("SELECT bandate,unbandate FROM account_banned WHERE " "id = %u AND active = 1 AND (unbandate > UNIX_TIMESTAMP() OR unbandate = bandate)", (*result)[1].GetUInt32()); if(banresult) This only used select query. Not update & delete query. Patch is not bad. Because I changed what it was. Server does delete all ban when we turn on server, now - for time to time.
  13. The server is deleting bans only when he is launching, he isn't doing it when he is already running in the meantime. I've changed that ( I have seen it as a must ). A player recently wrote to me that 2 days ago his ban was still present and was not removed
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