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Everything posted by Auntie Mangos
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What bug does the patch fix? What features does the patch add? It fixes the stacking effect for Wound Poison in mangos-0.12. Currently you can have all 5 stacks and it does not reduce healing effects by 10% each stack. This patch will add the correct 10% reduce amount for each stack on the target. This does not fix the dis-spell issue with poisons, that's a little unrelated to Wound Poison's stacking effect though. For which Git revision was the patch created? 4a5de9b8819039aeed835500183ba6e22ac4332a Is there a thread in the bug report section? If yes, please add a link to the thread. http://getmangos.eu/community/viewtopic.php?id=1655 Who has been writing this patch? Please include either forum user names or email addresses. I did not write it, but some friend that goes by the alias "Subway" did for me. I can edit his email address in here later. Pasted: http://paste2.org/p/356505
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What bug does the patch fix? What features does the patch add? Fixes infinity loop that cause a crash with proc Reflective Shield damage return vs Molten Armor or Retribution aura (or some other with same mechanic spells). Also cleanup code For which repository revision was the patch created? 8063 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/viewtopic.php?id=8531 Who has been writing this patch? Please include either forum user names or email addresses. SeT diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 74905c8..729ddd8 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -1637,6 +1637,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim,SpellSchoolMask schoolMask, DamageEffe // Reflect damage spells (not cast any damage spell in aura lookup) uint32 reflectSpell = 0; int32 reflectDamage = 0; + Aura* triggeredby = NULL; // Death Prevention Aura SpellEntry const* preventDeathSpell = NULL; int32 preventDeathAmount = 0; @@ -1700,6 +1701,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim,SpellSchoolMask schoolMask, DamageEffe else reflectDamage = currentAbsorb / 2; reflectSpell = 33619; + triggeredby = *i; break; } if (spellProto->Id == 39228 || // Argussian Compass @@ -1764,13 +1766,13 @@ void Unit::CalcAbsorbResist(Unit *pVictim,SpellSchoolMask schoolMask, DamageEffe { case 5065: // Rank 1 case 5064: // Rank 2 - case 5063: // Rank 3 { if(RemainingDamage >= currentAbsorb) reflectDamage = (*k)->GetModifier()->m_amount * currentAbsorb/100; else reflectDamage = (*k)->GetModifier()->m_amount * RemainingDamage/100; reflectSpell = 33619; + triggeredby = *i; } break; default: break; } @@ -1871,7 +1873,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim,SpellSchoolMask schoolMask, DamageEffe // Cast back reflect damage spell if (reflectSpell) - pVictim->CastCustomSpell(this, reflectSpell, &reflectDamage, NULL, NULL, true); + pVictim->CastCustomSpell(this, reflectSpell, &reflectDamage, NULL, NULL, true, NULL, triggeredby); // absorb by mana cost AuraList const& vManaShield = pVictim->GetAurasByType(SPELL_AURA_MANA_SHIELD); Cherry picked from http://github.com/narma/mangos/commit/e52f1f4e530a435edb156de5083e39b2ef23bbb5
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What bug does the patch fix? What features does the patch add? This patch would fix warlock glyph of corruption http://www.wowhead.com/?item=42455 For which repository revision was the patch created? 7648 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/viewtopic.php?id=6861 Who has been writing this patch? Please include either forum user names or email addresses. Me (Corfen) patch: diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 66b18d0..9fa28dc 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -5004,8 +5004,10 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu switch(dummySpell->Id) { // Nightfall + // 56218 proc from glyph of corruption case 18094: case 18095: + case 56218: { target = this; triggered_spell_id = 17941; patch file
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http://getmangos.eu/community/showpost.php?p=59764&postcount=18 http://filebeam.com/8aa8895b8643be83856ac807d09911f6 to fix that instead of editing source u can: ./mangos-worldd -m /path_to_etc/mangchat.conf i havent been able to test yet why its not getting correct path from @sysconfdir@, when i do i will try to fix that, ofc other ppl are welcome to fix that @ Shinzon whenever i learn how to commit to a repo that isnt my i will try to help
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Quick and dirty GIT Guide!
Auntie Mangos replied to Auntie Mangos's topic in OldSource code management
Well I personally don't know if something like that exist, manpage of git-apply doesn't seem to refer to such feature, could be a nice feature request, current git-apply is just a bit enhanced and modified version of GNU patch. The common way to solve this is to create a branch with a commit the diff was made against, apply it there and then cherry-pick the commit / merge the branch .. Perhaps git-am has something, but people would have to make patches instead of diffs (and they seem to refuse to accept the fact). -
What bug does the patch fix? What features does the patch add? apply armor calculation for Physical flatdamage For which SubVersion revision was the patch created? 5824 Who has been writing this patch? Please include either forum user names or email addresses. me and kamir86 link bug report http://getmangos.eu/community/viewtopic.php?id=25072 Index: src/game/Unit.cpp =================================================================== --- src/game/Unit.cpp (revision 5824) +++ src/game/Unit.cpp (working copy) @@ -1004,7 +1004,7 @@ VictimState victimState = VICTIMSTATE_NORMAL; // Physical Damage - if ( GetSpellSchoolMask(spellInfo) & SPELL_SCHOOL_NORMAL ) + if ( GetSpellSchoolMask(spellInfo) & SPELL_SCHOOL_MASK_NORMAL ) { uint32 modDamage=*damage;
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Edit discussion for my patch focused to http://getmangos.eu/community/topic/15909/in-dev-creature-linking-via-database/ A little bump I revamped my old SpawnSpecial system, rewrote it entirely, and changed to some different behaviour. So I got a (very basic) system for linking creatures together. it can be seen here: https://github.com/Schmoozerd/mangos/compare/master...CreatureLinkingMgr Current functionality (only npcs by entry supported) FLAG_AGGRO_ON_AGGRO = 0x0001, the "slave" aggroes when the "master" aggroes FLAG_TO_AGGRO_ON_AGGRO = 0x0002, the master aggroes when the slave aggroes FLAG_RESPAWN_ON_EVADE = 0x0004, the slave respawns when the master evades FLAG_TO_RESPAWN_ON_EVADE = 0x0008, the master respawns when the slave evades FLAG_DESPAWN_ON_DEATH = 0x0010, the slave despawns when the master dies FLAG_SELFKILL_ON_DEATH = 0x0020, the slave goes suicide when the master dies FLAG_RESPAWN_ON_DEATH = 0x0040, the slave respawn when the master dies planned are - following - CanSpawn when boss alive - CanSpawn when boss dead Feel free to give any ideas on missing features or things that can be done better
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ChangeLog - 29th November 2010
Auntie Mangos replied to Auntie Mangos's topic in OldSite feedback & help
7th December 2010 Now that is cute! House cleaning What's with that Wiki? yes, yes, and yes. You have no issues with your eyes, TheLuda has spiced up the Wiki with a lot of nice templates, added style and stuff here and there, and started adding some helpers for building pretty pages. More will follow. Among the gems incoming you can find the newly designed logo for the mangos foundation. While the foundation has been announced long ago, we finally have taken the legal steps to create it. Meanwhile, the mangos foundation logo hopefully will suit your visual desires. Feedback this way, please. -
[fix][dev]Fingers of Frost, Aura 262
Auntie Mangos replied to Auntie Mangos's topic in ... acceptedOld
on core 9948 not working the spell Fingers of Frost for mages -
PATCH: http://pastebin.com/pzPnMtJ4 - What bug does the patch fix? What features does the patch add? - it adds two caps for additional dmg provided by player's shield block value. basic cap: 34.5 * players_level, extended cap is after using Shield Block, which doubles the BV and the cap. - For which repository revision was the patch created? - 9763 - Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. - http://getmangos.eu/community/showthread.php?13853-Shield-Slam - Who has been writing this patch? Please include either forum user names or email addresses. - only me It's my first patch so dont be harsh on me, pls ;p i dont even know if i've posted in the right place... :rolleyes: EDIT: small correction in code, it should be fine now.
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Check Part #10 and #15 http://getmangos.eu/community/showthread.php?13121-World-of-Warcraft-Server-for-Windows-Installation-Guide&p=108010#post108010 to make sur you have the right version When you extract your maps from your World of Warcraft Client, they must be extract from a client that has the same version has your Mangos does support.... If you've extracted the file from a 3.2 version and now you've upgraded your mangos to 3.3 ....not gonna work, need to extract again the maps from your client
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What bug does the patch fix? What features does the patch add? Apply haste to channeled spells For which repository revision was the patch created? 9798 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/showthread.php?11665-Bug-haste-on-channelled-spells for example Who has been writing this patch? Please include either forum user names or email addresses. Me Diff: V1d: http://pastebin.com/k7LsAHZ2 V1c: http://pastebin.ca/1795313 V1b: http://pastebin.ca/1770596 V1a: http://pastebin.ca/1769835 V1: http://pastebin.ca/1769325 I didnt see any patch for this, so I wrote one by myself, feel free to comment.
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I'm pretty sure that this patch would completely replace this (and many other spell icon checks): http://getmangos.eu/community/viewtopic.php?id=9232 Also, if you are trying to prevent spells from stacking, you should return true (as in, it's true that it is a no stack spell.)
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What bug does the patch fix? What features does the patch add? Function TeleportTo should return 6 parameters, not 5. For which repository revision was the patch created? 8063 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. No. There is no Thread. Who has been writing this patch? Please include either forum user names or email addresses. Ambal diff --git a/src/game/Player.h b/src/game/Player.h index 02d8f30..734faba 100644 --- a/src/game/Player.h +++ b/src/game/Player.h @@ -885,7 +885,7 @@ class MANGOS_DLL_SPEC Player : public Unit bool TeleportTo(WorldLocation const &loc, uint32 options = 0) { - return TeleportTo(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, options); + return TeleportTo(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation, options); } void SetSummonPoint(uint32 mapid, float x, float y, float z)
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Git mirrored to SourceForge SVN
Auntie Mangos replied to Auntie Mangos's topic in OldAnnouncements & news
The id is a hash of all the files contents in the repo, it is used in place of revision numbers in svn. I'm sure that is all info you already knew. Now if you want to checkout the repo to a prior state then all you have to do is as stated run the git checkout command. However you don't have to input the whole hash just the first 8 or 9 digits. Git will figure the rest out. git checkout adef994 That is just an example not a real commit . Regards, JDG -
I've put together a fresh distribution of MaNGOS using the stickied tutorial found here. Compiled everything without any errors. When I run the server, everything runs fine, ingame it all seems fine until the server comes to a crash. I'm running Windows 7 x64 and using WOLTK build 12340 (3.3.5a) Here are a few errors logged: DBErrors: Other then a large number of these errors, there isn't much Server: Crash log for mangosd.exe: I've tried using UDB with ACID, PSDB, and somebodys already put together UDB database with ACID. UDB with ACID crashes occasionally appearing at random, PSDB jsut crashed upon login and somebody elses UDB appeared to last longer without crash but might be doing exactly what my put together UDB with ACID did, hard to tell since the crashes seem random. Thanks in advance for any ideas or solutions for a fix to this problem. -Tim Edit: After starting fresh and running over everything I was to do, found out the directory for the SDKs Bin folder did not set in the compiler.. causing the server to be unstable.
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[Guide] Mangos Windows Setup
Auntie Mangos replied to a topic in OldInstallation, configuration & upgrades
Oh thank you, it'll be added immediately -
You work after alternative way added in [9754] is a trash. And you link: "That page doesn't exist!" :)
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[Guide] Mangos Windows Setup
Auntie Mangos replied to a topic in OldInstallation, configuration & upgrades
http://getmangos.eu/community/showthread.php?13121-World-of-Warcraft-Server-for-Windows-Installation-Guide Check Part #15, this should help you out to figure it out! -
What bug does the patch fix? What features does the patch add? Disables druid cat form Dash ability when not in cat form For which repository revision was the patch created? 8480+ Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. The bug is reported on getmangos.eu: here, here, and here. Who has been writing this patch? Please include either forum user names or email addresses. Me - Dr Bobaz Patch: In SpellAuras.cpp @@ -2942,10 +2942,12 @@ void Aura::HandleAuraModShapeshift(bool apply, bool Real) } // adding/removing linked auras // add/remove the shapeshift aura's boosts HandleShapeshiftBoosts(apply); + //update speed to enable/disable dash modifier + m_target->UpdateSpeed(MOVE_RUN, true); if(m_target->GetTypeId() == TYPEID_PLAYER) ((Player*)m_target)->InitDataForForm(); } In Unit.h @@ -1373,10 +1373,11 @@ class MANGOS_DLL_SPEC Unit : public WorldObject void ApplyAuraProcTriggerDamage(Aura* aura, bool apply); int32 GetTotalAuraModifier(AuraType auratype) const; float GetTotalAuraMultiplier(AuraType auratype) const; int32 GetMaxPositiveAuraModifier(AuraType auratype) const; + int32 GetOneBeforeMaxPositiveAuraModifier(AuraType auratype) const; int32 GetMaxNegativeAuraModifier(AuraType auratype) const; int32 GetTotalAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const; float GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const; int32 GetMaxPositiveAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const; In Unit.cpp @@ -3264,11 +3264,27 @@ int32 Unit::GetMaxPositiveAuraModifier(AuraType auratype) const if ((*i)->GetModifier()->m_amount > modifier) modifier = (*i)->GetModifier()->m_amount; return modifier; } +int32 Unit::GetOneBeforeMaxPositiveAuraModifier(AuraType auratype) const +{ + int32 modifier = 0; + int32 modifier2 = 0; + + AuraList const& mTotalAuraList = GetAurasByType(auratype); + for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) + if ((*i)->GetModifier()->m_amount > modifier) + { + modifier = (*i)->GetModifier()->m_amount; + for(AuraList::const_iterator j = mTotalAuraList.begin();j != mTotalAuraList.end(); ++j) + if((j != i) && ((*j)->GetModifier()->m_amount > modifier2) && ((*j)->GetModifier()->m_amount <= modifier)) + modifier2 = (*j)->GetModifier()->m_amount; + } + return modifier2; +} int32 Unit::GetMaxNegativeAuraModifier(AuraType auratype) const { int32 modifier = 0; AuraList const& mTotalAuraList = GetAurasByType(auratype); @@ -9652,10 +9668,25 @@ void Unit::UpdateSpeed(UnitMoveType mtype, bool forced) default: sLog.outError("Unit::UpdateSpeed: Unsupported move type (%d)", mtype); return; } + //dash check + AuraList const& mSpeed = GetAurasByType(SPELL_AURA_MOD_INCREASE_SPEED); + if(m_form != FORM_CAT && mtype == MOVE_RUN) + for(AuraList::const_iterator i = mSpeed.begin(); i != mSpeed.end(); ++i) + { + if ((*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_DRUID && (*i)->GetSpellProto()->SpellIconID == 959) + { + if(main_speed_mod > (*i)->GetModifier()->m_amount) + break; + else + main_speed_mod = GetOneBeforeMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SPEED); + } + } + //dash check end + float bonus = non_stack_bonus > stack_bonus ? non_stack_bonus : stack_bonus; // now we ready for speed calculation float speed = main_speed_mod ? bonus*(100.0f + main_speed_mod)/100.0f : bonus; switch(mtype) And, an alternate version of modifications in Unit.cpp, where I eliminated the loop-in-the-loop situation, and probably it is more effictient way to do it. Only the OneBefore... function is changed: @@ -3264,11 +3264,33 @@ int32 Unit::GetMaxPositiveAuraModifier(AuraType auratype) const if ((*i)->GetModifier()->m_amount > modifier) modifier = (*i)->GetModifier()->m_amount; return modifier; } +int32 Unit::GetOneBeforeMaxPositiveAuraModifier(AuraType auratype) const +{ + int32 modifier = 0, modifier2 = 0, l = 0, ind = 0; + AuraList const& mTotalAuraList = GetAurasByType(auratype); + for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) + { + if ((*i)->GetModifier()->m_amount > modifier) + { + modifier = (*i)->GetModifier()->m_amount; + ind = l; + } + ++l; + } + l = 0; + for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) + { + if(((*i)->GetModifier()->m_amount > modifier2 && l != ind)) + modifier2 = (*i)->GetModifier()->m_amount; + ++l; + } + return modifier2; +} int32 Unit::GetMaxNegativeAuraModifier(AuraType auratype) const { int32 modifier = 0; AuraList const& mTotalAuraList = GetAurasByType(auratype); @@ -9652,10 +9674,25 @@ void Unit::UpdateSpeed(UnitMoveType mtype, bool forced) default: sLog.outError("Unit::UpdateSpeed: Unsupported move type (%d)", mtype); return; } + //dash check + AuraList const& mSpeed = GetAurasByType(SPELL_AURA_MOD_INCREASE_SPEED); + if(m_form != FORM_CAT && mtype == MOVE_RUN) + for(AuraList::const_iterator i = mSpeed.begin(); i != mSpeed.end(); ++i) + { + if ((*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_DRUID && (*i)->GetSpellProto()->SpellIconID == 959) + { + if(main_speed_mod > (*i)->GetModifier()->m_amount) + break; + else + main_speed_mod = GetOneBeforeMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SPEED); + } + } + //dash check end + float bonus = non_stack_bonus > stack_bonus ? non_stack_bonus : stack_bonus; // now we ready for speed calculation float speed = main_speed_mod ? bonus*(100.0f + main_speed_mod)/100.0f : bonus; switch(mtype) I'm also thinking of using the second function as GetMaxPositive, with modifier2 returned as reference, and performing second loop only if function is triggerd with parameter. But it will create a unnecesary condition check every time the function is triggerd. So maybe separate function is a better idea?
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Sorry I originally posted this in the wrong spot. You can delete my other post wrong spot Don't be too hard on the new guy I put this patch out on the Trinity site but thought I should post it here too. (I posted a previous fishing patch to the Trinity site that some how found it's way into here ) This patch fixes some more fishing achievements and also fixes proper detection of spells learned previous to update. Anyway here it is. diff -r f33a9a62e8aa src/game/AchievementMgr.cpp --- a/src/game/AchievementMgr.cpp Sat Apr 18 12:23:16 2009 +0200 +++ b/src/game/AchievementMgr.cpp Sat Apr 18 09:02:37 2009 -0400 @@ -807,7 +807,8 @@ // spell always provide and at login spell learning. if(miscvalue1 && miscvalue1!=achievementCriteria->learn_spell.spellID) continue; - if(GetPlayer()->HasSpell(miscvalue1)) + //miscvalue is 0 at login + if(GetPlayer()->HasSpell(achievementCriteria->learn_spell.spellID)) SetCriteriaProgress(achievementCriteria, 1); break; case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM: @@ -953,6 +954,20 @@ SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); break; + case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE: + if (!miscvalue1) + continue; + if (miscvalue1 != achievementCriteria->loot_type.lootType) + continue; + //Special case for achievement that is zone dependent + uint32 zone, subzone; + GetPlayer()->GetZoneAndAreaId(zone,subzone); + if (achievementCriteria->ID == 5274 && zone !=1637) + continue; + if (achievementCriteria->ID == 5275 && zone !=1519) + continue; + SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE); + break; case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS: { // spell always provide and at login spell learning. @@ -1058,7 +1073,6 @@ case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALING_RECEIVED: case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED: case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN: - case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE: case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE: case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL: case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS: @@ -1177,6 +1191,8 @@ return progress->counter >= achievementCriteria->quest_reward_money.goldInCopper; case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT: return progress->counter >= achievementCriteria->fish_in_gameobject.lootCount; + case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE: + return progress->counter >= achievementCriteria->loot_type.lootTypeCount; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY: return progress->counter >= achievementCriteria->loot_money.goldInCopper; case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT: diff -r f33a9a62e8aa src/game/GameObject.cpp --- a/src/game/GameObject.cpp Sat Apr 18 12:23:16 2009 +0200 +++ b/src/game/GameObject.cpp Sat Apr 18 09:02:37 2009 -0400 @@ -1106,6 +1106,7 @@ } else player->SendLoot(GetGUID(),LOOT_FISHING); + player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, 3); } else {
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What bug does the patch fix? What features does the patch add? 1) fixed work of raid assistant 2) fixed problem when sometimes players see other of raid members as "logged off" but these players is in game 3) fixed problem when sometimes players wrongly shown as member of other group in raid but it's really in your group 4) maybe something else... For which repository revision was the patch created? 9867 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/showthread.php?12358 Who has been writing this patch? Please include either forum user names or email addresses. vipertv diff --git a/src/game/Group.cpp b/src/game/Group.cpp index 3af15a6..004d999 100644 --- a/src/game/Group.cpp +++ b/src/game/Group.cpp @@ -980,9 +980,9 @@ void Group::SendUpdate() // guess size 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(isBGGroup() ? 1 : 0); // 2.0.x, isBattleGroundGroup? data << uint8(citr->group); // groupid data << uint8(citr->assistant ? 0x01 : 0x00); // 0x2 main assist, 0x4 main tank + data << uint8(isBGGroup() ? 1 : 0); // 2.0.x, isBattleGroundGroup? if(m_groupType & GROUPTYPE_LFD) { data << uint8(0); or http://paste2.org/p/822940
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I wasn't aware this very same problem was already adressed in a different manner. Take a look here http://getmangos.eu/community/viewtopic.php?id=8200
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well, you should still post them. maybe it helps others and it surely helps those who are writing then the 'correct' patch. a good example for this is the fix from Salja which he submitted lately: http://getmangos.eu/community/viewtopic.php?id=10659 after submitting his patch it was fixed in less than 12 hours, because then a dev saw what's causing the problem and because he knew the background of this code he then found the 'real' solution for it faster. -- DasBlub
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I can confirm this bug link to this topic too http://getmangos.eu/community/viewtopic.php?id=14260 And I don't know how to fix this
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