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darkstalker

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Everything posted by darkstalker

  1. there are millions of things that shouldn't stack, this is just one of them
  2. this fixes looting unspawned chests (double loot bug): diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp index 1d08d73..d1088cc 100644 --- a/src/game/GameObject.cpp +++ b/src/game/GameObject.cpp @@ -205,6 +205,10 @@ void GameObject::Update(uint32 /*p_time*/) } return; } + case GAMEOBJECT_TYPE_CHEST: + if (isSpawned()) + m_lootState = GO_READY; + break; default: m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY break; @@ -413,7 +417,7 @@ void GameObject::Update(uint32 /*p_time*/) } loot.clear(); - SetLootState(GO_READY); + SetLootState(GO_NOT_READY); if(!m_respawnDelayTime) return;
  3. warriors have additional armor penetration from talents
  4. a first step would be to implement gcd checking, doesn't sound that hard.
  5. pdump load/save works fine for that purpose
  6. run it in inside the directory that contains the binaries
  7. you need to add the code that calculates it too
  8. pet damage bonus should be implemented with scaling auras that change depending on owner's stats, code you posted looks like a hacky workaround.
  9. view distance should scale with model size in this case
  10. maybe there is an attribute flag that indicates how mod should be applied
  11. i think i found the exact problem here: Juggernaut aura needs a visible slot to make it useable in combat, and mangos isn't doing it: diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index c0aecd8..5a453c8 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -945,6 +945,15 @@ bool Aura::IsNeedVisibleSlot(Unit const* caster) const break; } + // special aura type cases + switch (m_spellProto->EffectApplyAuraName[GetEffIndex()]) + { + case SPELL_AURA_262: + return true; // requires visible slot to enable client side effect + default: + break; + } + // passive auras (except totem auras) do not get placed in the slots return !m_isPassive || totemAura; } juggernaut works with this (no packet hacks ;>), haven't tested others.
  12. maybe he means last bracket should be for levels 80-255
  13. seems to be there since 3.3.3. Looks like player height changes randomly when riding on uneven surfaces. Try adding some spell aura to yourself that adds a visual effect over your head like 8272 and move around, you'll see how it jumps around when your height changes.
  14. is there any spell that uses PCT_ADD_MOD directly? (as aura type) that looks like only implemented for shield block value, a more general implementation would be nice.
  15. hardcoded values? maybe that data is stored somewhere else
  16. substract absolute value of basepoints? doesn't have sense to increase enemy dodge anyway
  17. if you remove the assert it will crash somewhere else anyway
  18. resilience not supposed to be ignored in any way afaik (there was a blizz post about it somewhere)
  19. DrDamage doesn't show sp scaling for thorns
  20. that looks like a negative value interpreted as unsigned
  21. yep, works only with explicit "offhand" weapons, it should work with one-hand and offhand
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