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Anti

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Everything posted by Anti

  1. 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; }
  2. Bad idea because we should try not to do new useless tables.
  3. 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`;
  4. So strange cauze I pulled the vehicle branch from your git and didn't change any movement flags.
  5. 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...
  6. 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.
  7. 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.
  8. I writen "We can port wintergrasp from trinity for a tests" and it was to Wojta.
  9. About vehicles I promise I'll improve my skill in english
  10. For a tests it's possible to use the wintergrasp code from TC2. Can you send me more detailed descriptions about this bugs?
  11. Just use it in bash git pull git://github.com/Tasssadar/Valhalla-Project.git vehicle
  12. 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?
  13. 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...
  14. 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.
  15. u can spawn it by yourself and activate it by some script (using SD2).
  16. 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
  17. i have apply it on newest revs. Just use "patch -d . -p1 < *.patch" and it will be apply.
  18. 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.
  19. 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.
  20. // 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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