caligin
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nobody knows even how the targets on the map (the turrets for hellfire/zangar ot the icons in AB) is handled? maybe i can write some dedicated code, but at least i have to know how to make this work...
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ok i tried to think about when to trigger the palyer to count for capturing the objective, and i wrote something like this if(zone->flags & 0x8000 != 0) { if(HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && !(HasStealthAura())) { uint32 objective = newZone; switch(objective){ case 3669:/*count this palyer for the hellfire stadium cap*/break; case 3670:/*count this palyer for the hellfire overlook cap*/break; case 3671:/*count this palyer for the hellfire broken hill cap*/break; //cases for the other zones like halaa,zangarmarsh,terokkar... } } }else{ /*clear player from counting as objective capper*/ } in Player::UpdateZone (Player.cpp) dunno if it's right, i started to look at mangos' source only a few days ago. Now, for handling the objective control i have no idea where to start. In the source files i found nothing of dedicated, nor i found anything searching the forums. Anyone knows how is it handled? are they gameobjects with particular flag o special classes handled by sone maphandler or bghandler?
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i thinked about the outdoor pvp zones like zangar, hellfire,nagrand,terokkar,eastplaguelands and silithus: is there a way to make them work? i asked on sd2 forums but they said that something like this should be implemented in core. Where should i start for writing a patch for this? thanks in advance
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