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Edoz

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Posts posted by Edoz

  1. data << uint32(GetTypeId() == TYPEID_PLAYER ? MOVEMENTFLAG_WALK_MODE : MovementFlags);

    wait, doesn't this do exactly the oppisite? i mean, doesn't this send walk flag always for players instead of never?

    (i might be mistaken because i never understood well that structure with the '?' but if i understood it correctly, when the condition is true then the first parameter after the ? is used...)

  2. if you plan to make the videgame with a new hardaware imput, well be sure the game also supports normal keyboard and mouse (just to make ppl think "hum, this game is pretty nice itself, but i wonder how awsome it would be with the hardware...") and also you should be prepared to make it reviewed by gaming sites, magazines etc but so that they try it with the new hardware. i don't think anyone is goind to pay 500$ if they aren't 99% sure it's worth it.

  3. hi guys, you probably know that blissard made a map for a BG called azshara crater but never implemented the battleground system for that map.

    Now, what i want to know is if it's possible to make a working custom bg in that map. For example, to start with easy code, is it possible to make it work exactly as warsong gluch does? HW2 told me that the client sends opcodes that are specific to each official battleground so a custom bg could never work, what do you say?

  4. hi everyone, this is one of my typical optimization patches, as i'm not good enough to fix major things :D

    Index: AggressorAI.cpp
    ===================================================================
    --- AggressorAI.cpp        (revision 5884)
    +++ AggressorAI.cpp        (working copy)
    @@ -123,10 +123,10 @@
    
            i_victimGuid = i_creature.getVictim()->GetGUID();
    
    -        if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
    +        if( i_creature.isAttackReady() )
            {
    -                if( i_creature.isAttackReady() )
    -                {
    +                if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
    +                {                
                            i_creature.AttackerStateUpdate(i_creature.getVictim());
                            i_creature.resetAttackTimer();
                    }
    Index: GuardAI.cpp
    ===================================================================
    --- GuardAI.cpp        (revision 5884)
    +++ GuardAI.cpp        (working copy)
    @@ -110,10 +110,10 @@
    
            i_victimGuid = i_creature.getVictim()->GetGUID();
    
    -        if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
    +        if( i_creature.isAttackReady() )
            {
    -                if( i_creature.isAttackReady() )
    -                {
    +                if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
    +                {                
                            i_creature.AttackerStateUpdate(i_creature.getVictim());
                            i_creature.resetAttackTimer();
                    }
    Index: ReactorAI.cpp
    ===================================================================
    --- ReactorAI.cpp        (revision 5884)
    +++ ReactorAI.cpp        (working copy)
    @@ -72,10 +72,10 @@
    
            i_victimGuid = i_creature.getVictim()->GetGUID();
    
    -        if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
    +        if( i_creature.isAttackReady() )
            {
    -                if( i_creature.isAttackReady() )
    -                {
    +                if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
    +                {                
                            i_creature.AttackerStateUpdate(i_creature.getVictim());
                            i_creature.resetAttackTimer();
                    }

    download: http://rapidshare.com/files/115840766/opti...tion.patch.html

    edit: forgot to say why this patch. well, i think checking if something is near something else in the map is longer than checking if a variable is == 0 (that's what isattacking returns)

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