darkstalker
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Everything posted by darkstalker
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there are millions of things that shouldn't stack, this is just one of them
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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;
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Warrior BUG or Armor Penetration BUG?
darkstalker replied to Auntie Mangos's topic in OldBug reports
warriors have additional armor penetration from talents -
pdump load/save works fine for that purpose
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run it in inside the directory that contains the binaries
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i lol'd irl :3
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you need to add the code that calculates it too
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pet damage bonus should be implemented with scaling auras that change depending on owner's stats, code you posted looks like a hacky workaround.
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view distance should scale with model size in this case
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Additive Percent Modifier Calculation System
darkstalker replied to Auntie Mangos's topic in ... under reviewOld
maybe there is an attribute flag that indicates how mod should be applied -
[fix][dev]Fingers of Frost, Aura 262
darkstalker replied to Auntie Mangos's topic in ... acceptedOld
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. -
maybe he means last bracket should be for levels 80-255
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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.
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Additive Percent Modifier Calculation System
darkstalker replied to Auntie Mangos's topic in ... under reviewOld
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. -
hardcoded values? maybe that data is stored somewhere else
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[fix] Spell aura 251 (SPELL_AURA_MOD_ENEMY_DODGE)
darkstalker replied to darkstalker's topic in ... under reviewOld
substract absolute value of basepoints? doesn't have sense to increase enemy dodge anyway -
if you remove the assert it will crash somewhere else anyway
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resilience not supposed to be ignored in any way afaik (there was a blizz post about it somewhere)
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DrDamage doesn't show sp scaling for thorns
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Update dodge calculation (diminishing returns)
darkstalker replied to Auntie Mangos's topic in ... acceptedOld
this mean even less dodge? -
that looks like a negative value interpreted as unsigned
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yep, works only with explicit "offhand" weapons, it should work with one-hand and offhand
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