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Wojta

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Everything posted by Wojta

  1. Hi, I have noticed that LoS in Eye of Eternity (map 616) is blocked incorrectly, and, as far as I can tell its because invisible (at least in client) Nexus_Raid_Floating_Platform.wmo. I dont know why there is this wmo, because there is also destructible gameobject. Before gobject is destroyed, LoS is ok because players are only on platform (well, they dont need to shoot outside platform), but when its destroyed, there should be no LoS at all on this map. Theres something like that also in chamber outside VoA raid - there is also destructible object in entrance, but when it is destroyed, LoS is still blocked (and you cant see anything between you and target). Someone else noticed this? Does this mean that WMOs are also destructible?
  2. More like diff --git a/src/game/UnitAuraProcHandler.cpp b/src/game/UnitAuraProcHandler.cpp index d208b33..8c47c1a 100644 --- a/src/game/UnitAuraProcHandler.cpp +++ b/src/game/UnitAuraProcHandler.cpp @@ -1926,11 +1926,16 @@ SpellAuraProcResult Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura if (this == pVictim) return SPELL_AURA_PROC_FAILED; - // heal amount - basepoints[0] = triggerAmount*damage/100; + // dont count overhealing + uint32 diff = GetMaxHealth()-GetHealth(); + if (!diff) + return SPELL_AURA_PROC_FAILED; + if (damage > diff) + basepoints[0] = triggerAmount*diff/100; + else + basepoints[0] = triggerAmount*damage/100; target = this; triggered_spell_id = 31786; break; } // Seal of Vengeance (damage calc on apply aura) case 31801: because when it is not overheal, mana is also given. EDIT: And why to even cast spell with CastCustomSpell in switch?
  3. Maybe when most of players in group are joined as premade, only 0x08 is present, so leader can uninvite other random players, but thats only guess, I do not have retail account right now..
  4. I can show you my packet logs if you want, well maybe I have something different in my implementation so 0x08 is enough for you, but again, in my packet logs it is 12.
  5. What bug does the patch fix? What features does the patch add? Add one GroupType and add comment to SMSG_GROUP_LIST for LFD For which repository revision was the patch created? 10554 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. No Who has been writing this patch? Please include either forum user names or email addresses. Me I am working on Dungeon Finder system for my server, but because I am not programmer, my code is just too dirty and i would not make it into master branch anyway, so I just post some things which I have noticed and can help someone who is working on it. 1. Add 0x04 to GroupType enum, it is another lfd type, this one cause client to show vote to kick instead of uninvite and to show "Dungeon Guide" instead of "Party leader". WorldPacket data(SMSG_GROUP_LIST, (1+1+1+1+8+4+GetMembersCount()*20)); data << uint8(m_groupType); // group type (flags in 3.3) data << uint8(citr->group); // groupid data << uint8(GetFlags(*citr)); // group flags [b][color="#ff0000"]data << uint8(isBGGroup() ? 1 : 0); <--- (2)[/color] [/b] if(m_groupType & GROUPTYPE_LFD) { [b][color="#ff0000"]data << uint8(0); <--- (3) data << uint32(0);[/color][/b] } data << uint64(0x50000000FFFFFFFELL); // related to voice chat? data << uint32(0); // 3.3, this value increments every time SMSG_GROUP_LIST is sent data << uint32(GetMembersCount()-1); for(member_citerator citr2 = m_memberSlots.begin(); citr2 != m_memberSlots.end(); ++citr2) { if(citr->guid == citr2->guid) continue; Player* member = sObjectMgr.GetPlayer(citr2->guid); uint8 onlineState = (member) ? MEMBER_STATUS_ONLINE : MEMBER_STATUS_OFFLINE; onlineState = onlineState | ((isBGGroup()) ? MEMBER_STATUS_PVP : 0); data << citr2->name; data << citr2->guid; data << uint8(onlineState); // online-state data << uint8(citr2->group); // groupid data << uint8(GetFlags(*citr2)); // group flags [b][color="#ff0000"] data << uint8(0); // 3.3, role? <--- (*)[/color][/b] } 2. As far as i can tell, this is correct, but it is also player role if in dungeon group. Other players have their role set at *(look to highlight in above code), but current one have it here. Most packet parsers expect bool in here, but I tried int and then saw something like "IsBgGroup: 8". Funny actually 3. Most people know what are these fields, but it is in the same packet so I added them. uint8 is instance status (0 = not saved, 1 = saved, 2 = complete) and uint32 is entry of dungeon. http://gist.github.com/601665
  6. This is used for redirecting to another battle.net server at login, not for battlegrounds/dungeons (see comments under commit). Some proxy is needed.
  7. Why do you think blizz left realmlist adress in text file so it can be really easily changed? Yes, address is different for every language version, but they also have to change binaries (or at least I think so). "Realmlist.wtf" is like "Please, change me" file...
  8. Sorry but...why do you think so? EDIT: yeah.. i see it now...thanks, I really should learn something about movement generators...
  9. Lol....it was just pull from mangos repo and restore build commit
  10. Well it would be nice if you write where exactly is it used, for example in my language its different when its only "Home" link and "Go to home" link, But I'll try my best In Czech ("Čeština"): 1 - Hlavní strana (As in "Home" link - noun) 1 - Domů (As in "Go to home" link - adjective) 2 - Informace 3 - Kontakt 4 - Můj účet 5 - Nápověda 6 - Přihlášení (As link to login page) 6 - Přihlašovací jméno/or you can leave login label here, this is commonly used word (As label to login column in login form) 7 - Odhlásit 8 - Registrace 9 - Dobrý den 10 - Nashledanou 11 - Děkujeme 12 - Přihlášení proběhlo úspěšně 13 - Odhlášení proběhlo úspěšně 14 - Vypadá to, že některé informace jsou vyplněné špatně (If this is what will user see if he write "noob" into "year of birth" field) 15 - Vaše informace byly změněny 16 - Váš účet byl zabanován 17 - Objevila se chyba při zpracovávání vašeho požadavku 18 - Vítejte = Welcome 19 - Přezdívka = Nickname 20 - Heslo = Password 21 - Realm = Realm 22 - Všechno nejlepší k narozeninám (happy birthday) PS: Really cant be sure if it will look funny in final context or not, czech is difficult language.
  11. at least 10 characters long bump
  12. Blizz deleted spell 56817 from dbc....
  13. 387? I thought flame leviathan has 340...
  14. What? Your post is not spam, at least this one I have one problem right now. I am trying to make leviathan working, but I cant even make it look like it should - its leviathan(33113) -> flame leviathan seat(33114) *4, which has three seats: 1. deffense turret, 2. Overload control and 3. is for player which can be catapulted in there. But, when I spawn him as vehicle, some(!!) of seats are at wrong position. x and y fits(well..I think), but Z does not. Some of them are on the ground, sometimes whole seat, sometimes only deffense turret. I tried to spawn them after add to map, before add, send info other way, do not send it, but result is still the same Most annoying is the fact that it happens only with some of leviathan seats
  15. Bump, HeartBeat is currently sent without any proper flags, and by the way, this also fix flying creatures which falls down from the sky...
  16. Just for the record: if players hate someone, they will use this command on him too...
  17. Blizz handle vehicles like any other controlled creature(I dont like calling everything "pet") if player is in it, so is best way to keep it like that in core. Need a proof? SMSG_PET_SPELLS, which is used to send vehicle spells should be enough. "Demolisher Character's pet" is only outcome of some bad-filled packet, which needs to be fixed, nothing more. I will do this as soon as I can... What behavior do you mean? Yes, vehicles behavior is not correct, but its not intended, it just need some more research & fixing.
  18. Its not vehicle, its creature with mind control, http://multiplayerblog.mtv.com/wp-content/uploads/2008/08/eyeofacherus.jpg
  19. Yeah, I would like to know why theres Spline flags for creatures and MoveFlags for players(well, at least its intended). Are these SplineFlags sent to client(I think they are cuz theres few unk among them)? I see only movementInfo in BuildMovementUpdateBlock(), but MONSTER_MOVE opcodes have spline flags, so its mixed somehow..?
  20. well shadow weaving is bugged - it works when you activate this talent, but after relog or teleport, it does not work anymore. i think leslie's patch in "under review" section will fix this
  21. What bug does the patch fix? What features does the patch add? All movement packets and flags has been corrected recently by TOM_RUS i think, but heart beat msg is still horribly outdated. For which repository revision was the patch created? 10032 Is there a thread in the bug report section or at lighthouse? none Who has been writing thisfix? Please include either forum user names or email addresses. Me This can be used in the future for maybe correct animation of knockback to other players (set movementInfo data, send heartbeatmsg, then wait until player land so animation is smooth and then another heartbeat without jump flags(Well BuildMovementUpdateBlock() would be enough to do that, need to know how its done on retail servers )) and so on... http://pastebin.com/iPtXRxBV diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 0bab7ea..5bfcbb4 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -422,20 +422,9 @@ void Unit::SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTim void Unit::BuildHeartBeatMsg(WorldPacket *data) const { - MovementFlags move_flags = GetTypeId()==TYPEID_PLAYER - ? ((Player const*)this)->m_movementInfo.GetMovementFlags() - : MOVEFLAG_NONE; - - data->Initialize(MSG_MOVE_HEARTBEAT, 32); + data->Initialize(MSG_MOVE_HEARTBEAT); *data << GetPackGUID(); - *data << uint32(move_flags); // movement flags - *data << uint16(0); // 2.3.0 - *data << uint32(getMSTime()); // time - *data << float(GetPositionX()); - *data << float(GetPositionY()); - *data << float(GetPositionZ()); - *data << float(GetOrientation()); - *data << uint32(0); + m_movementInfo.Write(*data); } void Unit::resetAttackTimer(WeaponAttackType type)
  22. Yeah, I think its caused because res aura duration is 30s and ress spell is triggered also after 30s, so sometimes it does not make it, so theres an option to find source of this sync problem, make this SD2 hack or make sure that every trigger aura has at least one tick. BTW author is not me, its Spammer's idea
  23. Hello, now I really have to work on ulduar (cuz every lower raid is open on my server), so I fixed passangers reloacation in vehicle and moved m_SeatData info to normal m_movementInfo because I dont see reason why not look at vehicle as normal transport. http://github.com/Tasssadar/Valhalla-Project/commit/fc0a063fcf983c4d7a00e60d80f19591fb155ddd Also updated to newest revison.
  24. Hello, I have recently got crash at ~Unit() with this backtrace: http://pastebin.com/HhTfM7kp . I have never met crash like this, so I would like to know what can cause this. I have got one idea, mabye some std:list<Aura*> were not deleted before deconstructor call? thx for all advices.
  25. Rev 9919, UDB 390, MTMaps and many more patches. First crash is this, same as others in unload Grid: http://pastebin.com/kAZFRHTG so i set "GridUnload=0" after that, server crashes almost every time instance in unloaded: http://pastebin.com/HhTfM7kp so i set "Instance.UnloadDelay = 0". also, this happen sometimes when player logouts or on ".npc delete" command. Looks like its caused by Unit deconstructor..? And why are there those gcc includes?
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