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ankso

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Posts posted by ankso

  1. /home/MaNGOS/source/src/game/TargetedMovementGenerator.cpp: In member function 'void TargetedMovementGeneratorMedium<T, D>::_setTargetLocation(T&)':
    /home/MaNGOS/source/src/game/TargetedMovementGenerator.cpp:84: error: there are no arguments to 'GetMovementGeneratorType' that depend on a template parameter, so a declaration of 'GetMovementGeneratorType' must be available
    compilation terminated due to -Wfatal-errors.
    make[2]: *** [src/game/CMakeFiles/game.dir/TargetedMovementGenerator.cpp.o] Bł±d 1
    make[2]: *** Oczekiwanie na niezakończone zadania....
    

    compilation error with cmake, in visual studio on win7 goes without errors

    Please try this one :

    diff --git a/src/game/TargetedMovementGenerator.cpp b/src/game/TargetedMovementGenerator.cpp
    index cd2d372..45d5048 100644
    --- a/src/game/TargetedMovementGenerator.cpp
    +++ b/src/game/TargetedMovementGenerator.cpp
    @@ -81,7 +81,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
        bool forceDest = false;
        // allow pets following their master to cheat while generating paths
        if(owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->IsPet()
    -        && GetMovementGeneratorType() == FOLLOW_MOTION_TYPE)
    +        && owner.hasUnitState(UNIT_STAT_FOLLOW))
            forceDest = true;
    
        bool newPathCalculated = true;
    

    Confirmed that this solves the problem.

  2. Rename ChargeMovementGenerator.h/ChargeMovementGenerator.cpp to something like ChargeMovementGenerator.*.excluded or whatever extension you want (not .cpp/.h) (or remove them) and it compiles fine, the ChargeMovementGenerator is not implemented yet, that files are only a "preview".

  3. I have a question, where I can put a, for example, IsWorldBoss() check to disable mmaps for bosses? With mmaps, several bosses went bugged (is not mmaps problem, I know, but I need time to fix they one by one and workarround like this could do the trick temporaly). In SendMonsterMoveByPath() may be?

  4. Greetings to all!

    It's well known to all admins of almost any type of server, (webserver, MaNGOS or whatever), that there would be allways undesirable users that will try to do "bad things". And is also well known that sometimes this "users" will use a proxy server, so ban the IP is a waste of time, they change the proxy server and restart the hostilities.

    I need a little help with this stuff, I'm relatively new in administration of on-line servers and any advance about how to fight against that subject will be welcome, for example, is there any way to block all connections comming from a proxy server?

    Also this thread could be a good place to discuss about security and exchange tactics/opinions. I post it here beacuse is not only MaNGOS related, and could be interesting.

    Thanks for reading!

  5. Stun is added when you reach target.

    Humm... When using mmaps, stun the target just after use the spell could be a problem. But this is related with MaNGOS, isn't it?

    Anyway, on retail, imagine that you charge and you must follow a large path. I supose that, if the target moves when you are charging, the position of the target is updated and you will finish the charge at target's real position, not at the target's initial position, and apply the stun in that moment. Or I'm wrong?

  6. I have a couple of doubts about warrior charges on retail, what happens if the enemy is unrecheable? and if the path to the enemy is very large? (For example, you are in your base in WG, and you charge to an enemy that is in the roof.) And finally, the stun is applied just after use the hability or when you reach the target?

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