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zergtmn

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Posts posted by zergtmn

  1. Who cares about your public server? :)

    Let the devs do the job, you're using a development branch. Devs don't have to permanently fix crashes, they do want they want...you should be constantly thanking them for gaving you the tools to create a public server.

    Some of server owners donate money to keep this forum up and running.

  2. Maybe it's possible to implement through one function with enum param like MessageType?

    Also, note that No-Fly Zone warning works through SMSG_MESSAGECHAT too. In this case sender = receiver and message type = 42.

    S->C: SMSG_MESSAGECHAT (0x96) Size: 190
    -----------------------------------------------------------------------------
    Type: Raid Boss Whisper, Language: Universal
    GUID: { 0x700000004271F20, Type: Player }
    Unk: 0
    Name: Character Name
    Receiver GUID: { 0x700000004271F20, Type: Player }
    Text Length: 137
    Message: Предупреждение: вы вошли в зону, запрещенную для полетов, и будете спешены!
    Chat tag: 0

  3. Just curious, is this the rewrite of vehicles patch in a way MaNGOS devs want it (iirc a certain sql table was a problem) or just an updated version of the longer existing 'old vehicles patch'?

    Regards

    Skirnir

    I'm trying to implement vehicles without hacks using some ideas from old patch and from TC vehicles (and ofc using data from sniffs). Currently I plan to rewrite 60% of my current code (rewrite of rewrite, lol). If MaNGOS devs give some comments about my implementation I'll start working to improve it in way they want.

  4. Fix for http://www.wowhead.com/spell=60764

    For revision: 10442

    Author: me

    diff --git a/src/game/UnitAuraProcHandler.cpp b/src/game/UnitAuraProcHandler.cpp
    index 3ae3cd4..54be933 100644
    --- a/src/game/UnitAuraProcHandler.cpp
    +++ b/src/game/UnitAuraProcHandler.cpp
    @@ -1847,6 +1847,10 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu
    
                        int32 extra_attack_power = CalculateSpellDamage(pVictim, windfurySpellEntry, EFFECT_INDEX_1);
    
    +                    // Totem of Splintering
    +                    if (Aura* aura = GetAura(60764, EFFECT_INDEX_0))
    +                        extra_attack_power += aura->GetModifier()->m_amount;
    +
                        // Off-Hand case
                        if (castItem->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
                        {
    

  5. Not one boss, clearly.

    I had in mind to only implement the things that are needed in Core and Acid

    For ACID standard SelectAttackingTarget is enough. When do you plan to use expanded function in core?

    Having multiple solutions with one purpose is bad (one in core, one in SD2 and many similar in scripts). With functors it's possible to have one solution suitable for every boss.

  6. How you would implement custom sorting order in target selection? in case you need n-th unit from list ordered by health/mana/distance/aura stacks... I did it using additional functor :)

    For speedup I'm using two functions, with and without sorting. Also I have an idea of implementing function SelectUnits in similar way for choosing several targets that satisfy some criteria (functor).

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