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VladimirMangos

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Everything posted by VladimirMangos

  1. Look good, but if it right then we have outdated flags positions in stleath/invis: target->SetFlag(PLAYER_FIELD_BYTES2, 0x2000); target->SetFlag(PLAYER_FIELD_BYTES2,PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW); // 0x4000 Before patch apply need find proper value. I will attempt.. [added] Ph, look like non need deep search/testing: posisble flags moved to high part, so just will test this case first [added2]Flags fix confirmed. One bug less in addition to new functionality support. ^^
  2. In any case landing time check and proper point return need. With proper pre-teleport check it just will less often triggered. About patch: better use WorldLocation. It use more easy by code amount and it included orientation that you miss. Also TeleportTo call assign 0 as options to orientation field. I also replace error by log messages because this normal case in fact. With this changes in [10839]. Thank you
  3. In [10837] with fixing above porblem. Thank you
  4. About patch: Why (!?!) code added in middle Orb teleport spells...
  5. made in function arrays static not good sometime. Static var in function have special work in C/C++. it not just constant array BUT constant initilized at first function call. So lot mostly time at it init call at first function call and checks that array init at all next accesses. If not make array static then compiler by self can see that array can moved in some shared memory block for all function calls.
  6. why modify anything? Current used VS option setting for debug/release cases already good for targeted modes. Not see reason make any changes for real build case, ofc, if you don't want just experiment with options for self education.
  7. Have big different in good code style for custom local changes in 3rd party lib and clean own project code. For first case batter have small hack change that resolve problem that big clean rewrite half of 3r-lib , for second case ofc you are right. when this changes will be added to mangos repo its all expected to be with comments as mangos local modifications. This need for later 3rd lib update for prevent lost changes and constant redo and re-resolve problems.
  8. both settings made code slower, lot more slower.
  9. I for example just randomly open this thread... I _very_ seldom read codemods section, just becase it mostly for custom or early stage patchs. _all_ patches suggested for including into core must be submited to underreview section if you want at least chance for fast review. Now about patch. In g3d case you add some for linux cases also freebsd. I not read about any problems at freebsd with current g3d sources (but not look exactly context where you modify lines by adding FreeBSD case). About generic changes. g3d is 3rd party library so we prefer do limited modifications. Why not just add use G3D_FREEBSD for netbsd case as done already for openbsd. I think this lot more local change. For vmap part not have problem with suggested change. About tbb: strange that NetBSD support absent, but maybe better suggest patch to tbb team... It active developped and you expected to get fast responce... Then it can be cherry-picked in added form or tbb version updated.
  10. it fixed in [10831]
  11. Oh, i also must thank to virusav for updated patch version. Forgot include your name to commit, sorry
  12. In [10832]. Thank you
  13. What different 10K one data block form 10 of 1K data blocks? I not see any imporovment. All zones data unique and exist possible cross-zone used data.
  14. it crash not instead but _at_ this messages receive from mangos. Need way send to error message raleted item id. Possible most easy use way silmilar quest reporting: so have msg = true additional arg and call error report from check code if set. instead return error code from. But sometime we diff way proccess different error codes so this can be also not so clean way
  15. You have diff line numbers from master sources so some custom chnages, but base at dependent lines offset you crash at Spell *spell = new Spell(this, spellInfo, triggered, originalCaster, triggeredBy); no memory? I not think that this related to specific spellid work
  16. In any cases sql update just move data from one place to another and this is not sql update problem, and not core problem. Ofc, if field can be filled totally independent from DB data in some form missing like way is core problem.
  17. It not safe apply sql updates in brainless batch mode... to real DB data. Main task of sql updates keep DB structure compatible with code, and only optionally if possible keep data. In some cases just impossible convert existed data by generic rule, without additional data not included in core DB part. In fact most safer way wait used DB release and not used sql updates directly. Ofc, 99% sql updates safe but expected that before apply you will open unkknown new sql update and look what it do and is it safe for your DB. I strongly against including any automation tools in mangos repo for this by provided reasons.
  18. You use modified "playerbot\\PlayerbotClassAI.h" core sources with unknown changes. I not understand what you expect get in answer. In any cases ask changes author in related thread. This is not mangos core build porblem but used by you custom changes problem.
  19. Core know full list script ids/names but not have direct access to scripts list. So this check more easy done at script lib side where all info known. In fact this just need iterate after lib loading by scripts list and check for NULL values in list. Adding like check better continue discuss at script lib project forum, at ScriptDev2 forum for example.
  20. Why not discuss custom patches related problem in threads related to this custom patches...
  21. In fact i understand question but avoid do answer
  22. Yes, we not have consistense in _player/GetPlayer() uses _into_ WorldSession code. I not have other comments.
  23. Ppl, why not just say how exit from VIM editor properly You need press: shift-: (see in bottom : show) and then one from: q! -> exit without commit note changes wq -> exit with commit note changes If you don't want do commit then replace all note lines by # in beggining for stop commit adding at exit
  24. how you can avoid test if you not sure is player online or not...
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