zergtmn
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Posts posted by zergtmn
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Mover cannot be null. It is always pointer to some unit or player itself.
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Search -> Armor penetration cap
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I've been loosely following this thread for a while now but I'm still not sure what it was about the patch that prevented including it into the main branch. Was it the coding style or its level of (in)completeness? Since it it seems that most of the developers' efforts go into keeping the patch compatible with the main branch, the new development by zergtmn/rsa should really try and concentrate on these problems. Merging most of the working features into the main branch will give more casual contributors much better access and understanding of the code and the mod's developers more time and possibility to work on more important issues than compatibility rewrites.
Current vehicle code in MaNGOS is based on wrong assumption that vehicles are summonable only and cannot be spawned like creatures. Vehicle implementation by rastikzzz and NetSky (continued by Wojta) didn't changed it. It is one of the reasons why this patch would never get into master branch. Other reasons:
1. Custom flags
2. Old-style unit search (ObjectAccessor::*)
3. Wrong spell targets implementation
4. Incomplete summon effect implementation
5. Bad table structure
6. Hacky spell-clicks
7. Hacky fuel implementation
8. Wrong GO damage implementation (btw, what it does in vehicle patch?)
9. Haxz in general.
I didn't see anything in patch that can be useful for us as is (except MSG_MOVE_HEARTBEAT fix that is already in master).
People who think that devs don't care about vehicles are completely wrong. They care. And there is a progress already.
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Ok, if i understaind you, you talk specialy about the returned value from some method.
http://www.parashift.com/c++-faq-lite/const-correctness.html
Iam going to try make this code more "MaNGOS standards" compliants. Do you have a coding guideline or i will just have to "clone" the style already used by MaNGOS?Take a look at latest 'code style cleanup' commits in MaNGOS.
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While being a mod AHBot can be easily supported and improved by community. In core it will require devs to spend their time for supporting it, reviewing patches, etc.
Comments about code:
1. Code style doesn't meet MaNGOS standards (spaces, naming, braces)
2. Don't use public class variables.
3. Use typedefs for things like
std::vector<std::vector<std::vector<uint32> > >
4. Use inheritance or singleton instead of
AHB_Base* m_BaseConfig;
5. Use 'const' specifier where possible.
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Need an updated version :\\
Update for what? I never seen working Dungeon Finder implementation for MaNGOS.
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VC 8.0, 9.0 project files are messed up a bit, look at diff: http://paste2.org/p/1040074.
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I see Report link under my own posts
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GO health is stored in DB afaik, but UDB is dead so i cant post a link to it =\\
and bout that, many GO type 33 are missing that data in DB many GOs have also set wrong flags
I was meaning current GO health, not total.
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As I remember original author was someone from TC. I already looked at original patch, few things look hacky:
1. in EffectWMORepair basepoints are not used. See http://www.wowhead.com/spell=57586
2. I think better place for faction checks is grid searcher
3. swapping bounding box coordinates when loading DBC. This need more research why some values (1.0 and -1.0) are stored in reverse order.
Also, maybe GO health needs to be saved to database.
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Any comments about hard-coded '10' constants?
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Patch for ACE_vc10.vcxproj.filters: http://paste2.org/p/1034055 (was auto-generated by Visual Studio and manually edited/reordered).
Full: http://paste2.org/p/1034051.
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I don't know what spells it does fix particularly maybe spells with target flags: Unit | SourceLocation like in first post.
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@LordJZ Did you try Firefox 4 beta 6 ?
No lags for me with FF4.0b6.
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What bug does the patch fix? What features does the patch add?
Prevent sending wrong GUID in place of transport GUID.
For which repository revision was the patch created?
10577
Who has been writing this patch? Please include either forum user names or email addresses.
Me
Sniff (Angry Sara on top of Yogg-Saron):
S->C: SMSG_SPELL_GO (0x132) Size: 61 ----------------------------------------------------------------------------- Caster GUID: { 0xF13000816E008419, Type: Creature, Entry: 33134, Counter: 33817 } Spell Id: 63795 (Psychosis) Cast Flags: Unknown (0x4004108) Timer: 1246913537 Hit target: { 0x7000000020A47D1, Type: Player } Target Flags: Unit | SourceLocation (0x22) Transport GUID: { 0xF15000820800846D, Type: Vehicle, Entry: 33288, Counter: 33901 } Source Location: x=0, y=0, z=23.4861
Patch: http://gist.github.com/635096
Note: This patch does not implement proper filling of transport GUIDs!
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Most likely DB problem.
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powertype can by extracted from UNIT_FIELD_BYTES_0.
Powers getPowerType() const { return Powers(GetByteValue(UNIT_FIELD_BYTES_0, 3)); }.
not need to store it..
At first we need somehow set it to correct value.
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For which repository revision was the patch created?
10559
Who has been writing this patch?
Me
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What bug does the patch fix? What features does the patch add?
1. Fix bug that directly controlled creatures run towards target when they receive attack command
2. Implement opcode CMSG_PET_STOP_ATTACK. It is sent when charmer change target by right clicking or press Esc.
For which repository revision was the patch created?
10553
Who has been writing this patch? Please include either forum user names or email addresses.
Me
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What bug does the patch fix? What features does the patch add?
This patch allows auras AURA_FORCE_MOVE_FORWARD (241) to work on creatures/vehicles.
For example it fixes spell http://www.wowhead.com/spell=68284.
For which repository revision was the patch created?
10648
Who has been writing this patch?
Me
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Wrong.
if ( LOBYTE(v82) & 2 ) { if ( !sub_809F80(v34, v36, v18, v36, v4, (int)&v55, (int)&v70, &v74, &v82) ) { v25 = v79 == -1; goto LABEL_78; } sub_7FE520((int)&v74, (int)&v82, v4 + 88, v4 + 100); PendingSpellCastData__WriteTargetInfo(v4 + 8, (int)&v76); CDataStore__PutFloat((int)&v76, v74); v18 = v82; CDataStore__PutFloat((int)&v76, v82); v37 = objectGuid.guid_high; WriteMovementPacket(objectGuid.guid_high, 183, (int)&v76, 1); v38 = PerformanceCounter(); sub_6FBE30(v36, *(_DWORD *)(v4 + 32), v38); } else { PendingSpellCastData__WriteTargetInfo(v4 + 8, (int)&v76); v37 = objectGuid.guid_high; }
[fixed][BUG/Request] Vendor faction reputation requirement
in OldBug reports
Posted
I checked on retail, currently vendor sells http://www.wowhead.com/item=50335.
http://www.wowhead.com/item=44133 most likely was bind on pickup epic item before converting to BoA in patch 3.3 (for people who already purchased it).
Both can be used without reputation requirement.
Update: Checked with char without enough reputation for purchase.