Jump to content

darkstalker

Members
  • Posts

    717
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Everything posted by darkstalker

  1. because it always must be quality > features, useless to have a core with dualspec/vehicles/wash your dishes patch if it crashes every 5 min
  2. still always felt like shields absorbing too much dmg, specially in shadow priests. Maybe the absorb calculation needs to be done before armor/resilience/dmg taken auras
  3. so damage its absorbed before it has a chance to become a critical hit? nice finding..
  4. problem is that snakes are wild summons (aggresive to everyone)
  5. its interrupt mechanic, not silence causes school lock when opponent is casting
  6. ye, i remeber that "error" on ascent servers, happened when you used normal faerie fire v/s talented one that same criteria should be applied to different totem ranks (all stack now)
  7. ^that you should pick highest aura instead of overriding each other
  8. doxygen can autogenerate UML charts afaik
  9. it should use FillRaidOrPartyHealthPriorityTargets
  10. not broken, it just has a different visual effect
  11. always noticed that when using far sight it doesnt show player movement (its just like a "snapshot"), is this related?
  12. a SOAP interface to character stats would be really nice, no need to query them all the time, for stuff like armories or forum signatures you could make an external cache with saved values
  13. i saw once an ascent server that you could join any faction in the game (like Cenarion Expedition or even Stormwind as horde) and you gained faction specific spells when doing that. Server was tagged as RPPvP (duno if that matters, maybe enables some client side stuff). When you joined a faction it had "guild chat" with everyone there.
  14. the for loop there might break unexpectedly depending on the order of the auras in the list, i think a more correct of doing this w/o having to duplicate the for loop would be: uint8 found_effects = 0; Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY); for(Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr) { if ((*itr)->GetSpellProto()->SpellIconID == 1563) { // Predatory Strikes (effect 0) if ((*itr)->GetEffIndex() == EFFECT_INDEX_0) { if (IsInFeralForm()) mLevelMult = getLevel() * (*itr)->GetModifier()->m_amount / 100.0f; found_effects |= 1; } // Predatory Strikes (effect 1) else if ((*itr)->GetEffIndex() == EFFECT_INDEX_1) { mBonusWeaponAtt = (*itr)->GetModifier()->m_amount * m_baseFeralAP / 100.0f; found_effects |= 2; } if (found_effects == (1+2)) break; }
  15. awesome, was just thinking on looking into this but you solved it already edit: you can change (*itr).missCondition into itr->missCondition and looks better
  16. thats the crash caused by the anti freeze thread
  17. lots of spell in DBC have redundant costs, cast times or cooldown categories for triggered spells, maybe not implementing some attribute flag?
  18. its constructor syntax for type casting, normal C style would be (uint32)( ... ) or a more explicit C++ style: static_cast<uint32>( ... ) it means: "convert whats inside to the type uint32", in this case means 32 bit unsigned integer
  19. make it sure it works with wine under linux
  20. base damage should be already there, that why you use '+=' (add to current value) the 0.310f makes explicit float constant (not double as default), is just to make Visual Studio happy (useless warning imho, doesnt exist in gcc) uint32( ... ) is a explicit type cast (result of the operation inside is float)
  21. darkstalker

    some pointers

    usually from a function parameter or member element, you dont need to know the "original source" in that case would be (in class Spell context) Unit *unitTarget = m_targets.getUnitTarget(); but that code is already there, you just use the provided pointers
  22. Lua is ugly, i would prefer C++ anytime
  23. darkstalker

    some pointers

    the only difference between class and struct is that that class member are private by default, and struct members are public by default
  24. there are other opposite cases (buy maybe related) that some spell do remove invisibility/stealth when they shouldn't, like Earthbind Totem and Mass Dispel
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use