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XEQT

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Posts posted by XEQT

  1. After some testing and searching this is what keeps the addons from not working.

    "quilty" can bee 2 diffrent values deppending on how you search on the AuctionHouse.

    But both methods should show all objects.

    This is a simple fix and it solves the problem with not getting any search objects in AH.

    Now i can see objects and that helps alot ;)

    diff --git a/src/game/AuctionHouseMgr.cpp b/src/game/AuctionHouseMgr.cpp
    index 7357cb5..92e8637 100644
    --- a/src/game/AuctionHouseMgr.cpp
    +++ b/src/game/AuctionHouseMgr.cpp
    @@ -626,7 +626,8 @@ void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player
            if (inventoryType != 0xffffffff && proto->InventoryType != inventoryType)
                continue;
    
    -        if (quality != 0xffffffff && proto->Quality != quality)
    +        // quality can bee both 0 and 0xffffffff when you search through objects and whant to show them all.
    +        if (quality != 0xffffffff && quality != 0 && proto->Quality < quality)
                continue;
    
            if (levelmin != 0x00 && (proto->RequiredLevel < levelmin || (levelmax != 0x00 && proto->RequiredLevel > levelmax)))
    

    // XEQT

  2. Author of this patch : Me (XEQT)

    Which revision : 10767

    I found a problem with the checks in AuctionHouseMgr. Many AH Addons dosen't work because of this issue and the problem is that the checks isen't right. It checks so that the value isent the same as it self, when we should check if its just lower then stated.

    Its a quick fix so that addons work propperly. And its so small that i can just put it here.

    Tested and workes with addons.

    the fix is below

    Howto reproduce the error : in wow client write down in say "/script QueryAuctionItems("", 0, 0, 0, 0, 0, 0, 0, 0, 0)" (whitout quotes). It should get you all the auctions that is in place but it shows none.

    // XEQT

  3. Author of this patch : Me (XEQT)

    Which revision : 10767

    I found a problem with the checks in AuctionHouseMgr. Many AH Addons don't work because of this issue and the problem is that the checks isen't right.

    Its a quick fix so that addons work propperly. And its so small that i can just put it here.

    Tested and workes with addons.

    diff --git a/src/game/AuctionHouseMgr.cpp b/src/game/AuctionHouseMgr.cpp
    index b476b4f..eb7a52e 100644
    --- a/src/game/AuctionHouseMgr.cpp
    +++ b/src/game/AuctionHouseMgr.cpp
    @@ -617,16 +617,16 @@ void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player
    
            ItemPrototype const *proto = item->GetProto();
    
    -        if (itemClass != 0xffffffff && proto->Class != itemClass)
    +        if (itemClass != 0xffffffff && proto->Class < itemClass)
                continue;
    
    -        if (itemSubClass != 0xffffffff && proto->SubClass != itemSubClass)
    +        if (itemSubClass != 0xffffffff && proto->SubClass < itemSubClass)
                continue;
    
    -        if (inventoryType != 0xffffffff && proto->InventoryType != inventoryType)
    +        if (inventoryType != 0xffffffff && proto->InventoryType < inventoryType)
                continue;
    
    -        if (quality != 0xffffffff && proto->Quality != quality)
    +        if (quality != 0xffffffff && proto->Quality < quality)
                continue;
    
            if (levelmin != 0x00 && (proto->RequiredLevel < levelmin || (levelmax != 0x00 && proto->RequiredLevel > levelmax)))
    

    If someone needs a file just write in here and i will upload one.

    // XEQT

  4. revils : I use A Warlock and my girlfriend uses a paladin so thats maby the issue.

    Im not sure where to look but there must bee a code sendning that messes with the log.

    It would bee great to see this beeing fixed.

  5. Mangos Version: 10326

    Custom Patches: None

    SD2 Version: 1767

    Database Name and Version : 392

    How it SHOULD work: All type of damge healing and spells should show up in the clients battle log but it dosend. Eroos that can happend is taken a rideing togheter in a group, creating a group. And maby some that i have missed. I have used Dr.Damage, EavesDrop and skada. And they all suffer from the same thing.

    How it DOES work: Alla things in type of healing, damage including the mob you are figthing should show its damage. And things like pets damage should also show up in diffrent addons to show how much you and they damage and so on.

    I hope it helps as a bug declaring.

    // XEQT

  6. GroupHandler.cpp

       // ok, we do it
       WorldPacket data(SMSG_GROUP_INVITE, 10);
    data << uint8(1);                                       // ok
    if (!GetPlayer()->GetPlayerbotAI())//   GetPlayerbotAI())
    {
    
     data << GetPlayer()->GetName();
     player->GetSession()->SendPacket(&data);
    
    }
    else
    {
    
     sLog.outString("Its a bot");
     data << membername;
     HandleGroupAcceptOpcode(data);
    
    }
    SendPartyResult(PARTY_OP_INVITE, membername, PARTY_RESULT_OK);
    }
    void WorldSession::HandleGroupAcceptOpcode( WorldPacket & recv_data )
    {
       std::string membername;
    recv_data >> membername;
    Group *group = GetPlayer()->GetGroupInvite();
    if (!group) return;
    if(group->GetLeaderGUID() == GetPlayer()->GetGUID() && _player->GetGUID() != GetPlayer()->GetGUID() && _player->GetPlayerbotMgr())
       {
     sLog.outError("HandleGroupAcceptOpcode: player %s(%d) tried to accept an invite to his own group", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow());
           return;
       }
    
    
    

    if (!GetPlayer()->GetPlayerbotAI())// GetPlayerbotAI())

    and

    sLog.outString("Its a bot");

    data << membername;

    HandleGroupAcceptOpcode(data);

    and

    std::string membername;

    recv_data >> membername;

    Whit this it is solved

    // XEQT

  7. Im almost there ..

    i solved som of it via this

       // ok, we do it
       WorldPacket data(SMSG_GROUP_INVITE, 10);
       data << uint8(1);                                       // ok
    if (!GetPlayer()->GetPlayerbotMgr())//   GetPlayerbotAI())
    {
    
     data << GetPlayer()->GetName();
     player->GetSession()->SendPacket(&data);
    
    }
    else
    {
     data << membername;
     HandleGroupAcceptOpcode(data);
    
    }
    SendPartyResult(PARTY_OP_INVITE, membername, PARTY_RESULT_OK);
    
    
    
    

    the only problem i have now is that it uses the same name back to me in GetPlayer() and _player

    So there are som stuff to work out .. but i can nearly create a group now ..

    // XEQT

  8. This is where it fails in worldsession.cpp

                   default:
                       sLog.outError("SESSION: received wrong-status-req opcode %s (0x%.4X)",
                           LookupOpcodeName(packet->GetOpcode()),
                           packet->GetOpcode());
                       break;
               }
           }
     catch(ByteBufferException &)
           {
               sLog.outError("WorldSession::Update ByteBufferException occured while parsing a packet (opcode: %u) from client %s, accountid=%i. Skipped packet.",
                       packet->GetOpcode(), GetRemoteAddress().c_str(), GetAccountId());
               if(sLog.IsOutDebug())
               {
                   sLog.outDebug("Dumping error causing packet:");
                   packet->hexlike();
               }
           }
           delete packet;
       }
       // Playerbot mod - Process player bot packets
       // The PlayerbotAI class adds to the packet queue to simulate a real player
       // since Playerbots are known to the World obj only by its master's WorldSession object
       // we need to process all master's bot's packets.
       if (GetPlayer() && GetPlayer()->GetPlayerbotMgr()) {
           for (PlayerBotMap::const_iterator itr = GetPlayer()->GetPlayerbotMgr()->GetPlayerBotsBegin(); 
             itr != GetPlayer()->GetPlayerbotMgr()->GetPlayerBotsEnd(); ++itr)
             {
               Player* const botPlayer = itr->second;
               WorldSession* const pBotWorldSession = botPlayer->GetSession();
               if (botPlayer->IsBeingTeleported())
                   botPlayer->GetPlayerbotAI()->HandleTeleportAck();
               else if (botPlayer->IsInWorld())
               {
                   WorldPacket* packet;
                   while (pBotWorldSession->_recvQueue.next(packet))
                   {
                       OpcodeHandler& opHandle = opcodeTable[packet->GetOpcode()];
                       (pBotWorldSession->*opHandle.handler)(*packet);
                       delete packet;
                   }
               }
           }
       }
    
    
    

  9. I rewrote it abit to this

    while (pBotWorldSession->_recvQueue.next(packet) == true) // empty()))
    {
       //WorldPacket* const packet = pBotWorldSession->_recvQueue.next(*packet);
       WorldPacket* const packet2 = packet;
       OpcodeHandler& opHandle = opcodeTable[packet2->GetOpcode()];
       (pBotWorldSession->*opHandle.handler)(*packet2);
        delete packet2;
    }
    

  10. I have done som work on preist modes like this

    mode 1 => Heal and Fight (Default), 2 => Only Heal, 3 => Only Fight

    And the commando to send for the change is -> mode number

    If its intresting i could use filebeam.

    Say it in this forum or a pm ..

    // XEQT

  11. I mean't the text in mangs when people write .. i have irc addon added into my mangos server .. and i needed some help to bee able to send latin chars between them ..

    its utf8 that is used from and to irc ..

    So i would really like to get som info or help on how to do it.

    Consol can send them but som how i can't get it to work ..

    // XEQT

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