Anti
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Everything posted by Anti
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yes you are. Try this little example, which will show you one secret of a enums. #include <iostream> using std::cout; enum Acc { pl = 1, gm, ad }; Acc get(); int main(){ int m; m = pl; cout << m << "\\n"; cout << get() << "\\n"; if ( m < get()) cout << "Anti the best!" << "\\n"; system("PAUSE"); } Acc get() { Acc sec = ad; return sec; }
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[Help]modifying command. tele lvl 1 gm
Anti replied to Auntie Mangos's topic in OldCore modifications
Bad idea because we should try not to do new useless tables. -
I would replace this part by and work with it in future. Or we can do next: uint32 tmp_gmlevel = m_session->GetSecurity(); In this case we can drop this indian code + switch(m_session->GetSecurity()) // Maybe check this later with the direct GMLevelID from Account table + { + case SEC_PLAYER: + tmp_gmlevel = 0; + break; + case SEC_MODERATOR: + tmp_gmlevel = 1; + break; + case SEC_GAMEMASTER: + tmp_gmlevel = 2; + break; + case SEC_ADMINISTRATOR: + tmp_gmlevel = 3; + break; + default: + return false; + } My version without the indian code. http://pastebin.com/m1e03e63 sql: ALTER TABLE game_tele ADD COLUMN `security` tinyint(3) unsigned NOT NULL DEFAULT '0' AFTER `name`;
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So strange cauze I pulled the vehicle branch from your git and didn't change any movement flags.
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In our realization they cann't turn but in offi it does. http://www.youtube.com/watch?v=ChQ36IYau_c May be we can take some changes in spawn system...
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Rather artful patch I need some times to understand how it work.The main problem is, that vehicles are creatures. We need to discuss it and choose a right way to implement a vehilces. We must spawn vehicle, not creature. May be smbd knows a right way to implement it.
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After 1.5 hours of debugging I have come to next conclusion: We have to rewrite CMSG_CHANGE_SEATS_ON_CONTROLLED_VEHICLE handler in more correctly way. The errors appears cauze we try to change our place in a vehicle being in other vehicle (Accessory). TODO: Accesoryes can turn but not move.
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I writen "We can port wintergrasp from trinity for a tests" and it was to Wojta.
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ROFL To google "TrinityCore2"
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ok i'll try to implement HAS_VUEL flag.
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About vehicles I promise I'll improve my skill in english
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For a tests it's possible to use the wintergrasp code from TC2. Can you send me more detailed descriptions about this bugs?
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Just use it in bash git pull git://github.com/Tasssadar/Valhalla-Project.git vehicle
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All repos/pathes which implements a vehicle are the same. Only in Wojta's repo i have seen some improvements. added To Wojta; would be fine to unite the vehicle and wintergrasp (but first it must be created) branches. And develop it as one task. How you think?
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I want it too
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Your idea contradicts principle of programming with use git repo. Main principle: 1 task - 1 branch. When the task will be done, it moves in master branch. This is very bad idea to mix undone code...
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About 1st problem: I attached my diff. Just reaplly the patch. http://filebeam.com/5404b7b8a39d70af3b60751a2ba6abe3 2nd: Just forget about a warnings. I'll try to do some fixes but i don't know for what to undertake at first.
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u can spawn it by yourself and activate it by some script (using SD2).
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U can get it on prev page.
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Mb smbd wii need this fix in diff: diff --git a/src/mangosd/mangosd.conf.dist.in b/src/mangosd/mangosd.conf.dist.in index b919b50..3e7c8cb 100644 --- a/src/mangosd/mangosd.conf.dist.in +++ b/src/mangosd/mangosd.conf.dist.in @@ -1405,6 +1405,6 @@ Ra.Secure = 1 # ################################################################################################################### -AutoBroadcast.Enabled = 1 -AutoBroadcast.Position = 2 -AutoBroadcast.Interval = 30000 +Broadcast.Enabled = 1 +Broadcast.Position = 2 +Broadcast.Interval = 30000
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i have apply it on newest revs. Just use "patch -d . -p1 < *.patch" and it will be apply.
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I tryed it. The patch works. But exist many bugs with this patch: u can't fly or move using flyable vehicle, you can't cast all ranged spell. Very interesting patch but it doen't work correctly now.
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u can check it: you need to create DK than go to the ebon hold castle, use .add 39700. Use it and if u will be on the dragon, the patch work. But i have i problem: when i try to patch my sources with vehicle patch i got 2 conflicts. 1st in unit.cpp - i'd fix it by myself. 2nd in object.cpp *************** *** 262,267 **** case TYPEID_UNIT: { flags2 = ((Creature*)this)->canFly() ? (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_LEVITATING) : MOVEMENTFLAG_NONE; } break; case TYPEID_PLAYER: --- 262,269 ---- case TYPEID_UNIT: { flags2 = ((Creature*)this)->canFly() ? (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_LEVITATING) : MOVEMENTFLAG_NONE; + if(((Unit*)this)->GetVehicleGUID()) + flags2 |= (MOVEMENTFLAG_ONTRANSPORT | MOVEMENTFLAG_FLY_UNK1); } break; case TYPEID_PLAYER: I tryed to fix it, but i don't know where it must be situated. in 8880 change this part of code had been rewrited. case TYPEID_UNIT: { flags2 = MOVEMENTFLAG_NONE; if (!((Creature*)this)->IsStopped()) flags2 |= MOVEMENTFLAG_FORWARD; // not set if not really moving if (((Creature*)this)->canFly()) { flags2 |= MOVEMENTFLAG_LEVITATING; // (ok) most seem to have this if (((Creature*)this)->IsStopped()) flags2 |= MOVEMENTFLAG_FLY_UNK1; // (ok) possibly some "hover" mode else { if (((Creature*)this)->IsMounted()) flags2 |= MOVEMENTFLAG_FLYING; // seems to be often when mounted /* for further research else flags2 |= MOVEMENTFLAG_FLYING2; // not seen, but work on some, even if not "correct" */ } } } and i'm totaly confused now.
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// Shatter if(spell->spellIconID == 976) return true; may be it's more good way? i think it would be more correct.
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