HiTmAn
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Posts posted by HiTmAn
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Hi!
Fixes all errors on mangos-0.12 at once.
diff --git a/src/game/Mail.cpp b/src/game/Mail.cpp index 20dc625..fcdde01 100644 --- a/src/game/Mail.cpp +++ b/src/game/Mail.cpp @@ -519,7 +519,8 @@ void WorldSession::HandleGetMailList(WorldPacket & recv_data ) // client can't work with packets > max int16 value const uint32 maxPacketSize = 32767; - uint32 mails_count = 0; // real send to client mails amount + uint32 mailsCount = 0; // send to client mails amount + uint32 realCount = 0; // real mails amount WorldPacket data(SMSG_MAIL_LIST_RESULT, (200)); // guess size data << uint8(0); // mail's count @@ -616,10 +617,12 @@ void WorldSession::HandleGetMailList(WorldPacket & recv_data ) data << (uint32) (item ? item->GetUInt32Value(ITEM_FIELD_DURABILITY) : 0); } - mails_count += 1; + mailsCount += 1; + realCount += 1; } - data.put<uint8>(0, mails_count); // set real send mails to client + data.put<uint32>(0, realCount); // this will display warning about undelivered mail to player if realCount > mailsCount + data.put<uint8>(4, mailsCount); // set real send mails to client SendPacket(&data); // recalculate m_nextMailDelivereTime and unReadMails
bye
HiTmAn
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You can use mine
http://github.com/HiTmAn/mangos.git
branch mtmaps
It works fine on linux, didn't try it on Windows
bye
HiTmAn
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Thanks for update of branch, i`ve pulled your changes.
HiTmAn, do you have a problem with guard in contested cities like Gadgetzan or Booty Bay when the guards don`t attack the player who started PvP battle in the city?
And there is one more problem, with mobs too, but in instances. The problem is that the mobs do not come back to their initial position when they kill the player, who pulled them, and stay on the place where they did kill him.
In contested cities mobs don't attack if players only use dots but I think it has nothing to do with mtmaps.
I will try and test it again without mtmaps and report it back.
Also what about the new ObjectAccessor.cpp ? I see you changed it back without carrying about the new changes like "_buildUpdateObject(obj, update_players);" ? Does it work ?
Maybe we should discuss about these things in the original mtmaps thread
bye
HiTmAn
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I don't develop the multithreading maps but I try to keep it up to date, as I'm using it on my server
git pull git://github.com/HiTmAn/mangos.git mtmaps
Working without conflicts by now Maybe you could add it into the list in the first post.
bye
HiTmAn
EDIT: Thanks for adding
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Hi everybody!
I don't know if this is the right forum because it has to do with MaNGOS and ScriptDev2, I will post this here. Also if it's the wrong section, please move it
I noticed that many boss encounter addons don't work and I researched in the lua scripts. The "problem" is plain easy:
MaNGOS adds a space after the name of the NPC doing the emote. e.g. "[big tied up Mob (I hope you know who I mean ] 's bonds begin to weaken!"
Here is what I've changed to remove the space...
diff --git a/src/game/Object.cpp b/src/game/Object.cpp index 24ce65d..ac1f301 100644 --- a/src/game/Object.cpp +++ b/src/game/Object.cpp @@ -1301,9 +1301,9 @@ void WorldObject::BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* *data << (uint32)1; // target name length *data << (uint8)0; // target name } - *data << (uint32)(strlen(text)+1+(pre?3:0)); + *data << (uint32)(strlen(text)+1+(pre?2:0)); if(pre) - data->append("%s ",3); + data->append("%s",2); *data << text; *data << (uint8)0; // ChatTag }
It works great if the emote is triggered by ScriptDev2's DoScriptText. If you use ".npc textemote begins to..." there's one space missing "[NPC]begins to..." but as we all know SD2 just use MaNGOS functions, so it cant be the problem.
I hope you understand what I mean and help fix this
bye
HiTmAn
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Thanks for the very fast response freghar.. if I do commit, wouldn't I be updating the main mangos repository?, is that ok? "my minor changes" = just a comment text?
You dont commit changes to the mangos repo but only into your own local repo. GIT was downloading and setting up the whole mangos repo onto your own harddrive as you used "git clone"
bye
HiTmAn
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Bones are also stored in the table corpes. There was a CLI(console)-command "removecorpse" or something... just use "help" in the MaNGOS-console...
bye
HiTmAn
[fix][8773] Over than 255 mails in box
in ... acceptedOld
Posted
Woops... :huh:
Anyway, thanks for fixing this!
bye
HiTmAn