Jump to content

CHEGOK

Members
  • Posts

    6
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

CHEGOK's Achievements

Newbie

Newbie (1/3)

0

Reputation

  1. Crash apearing after last backports in mangos 0.12 branch. How to reproduce? In Russian, maybe that would be more understandable for someone) Core was generated by `/opt/mangos/server/bin/mangos-worldd'. Program terminated with signal 11, Segmentation fault. #0 0x00000000007beb8f in WorldSession::HandleSetActiveMoverOpcode ( this=0x381efd80, recv_data=...) at ../../../src/game/MovementHandler.cpp:434 434<---> if(_player->GetMover()->GetObjectGuid() != guid) #0 0x00000000007beb8f in WorldSession::HandleSetActiveMoverOpcode ( this=0x381efd80, recv_data=...) at ../../../src/game/MovementHandler.cpp:434 guid = {m_guid = 6456} #1 0x0000000000765666 in WorldSession::Update (this=0x381efd80) at ../../../src/game/WorldSession.cpp:185 packet = 0x7f30ed1e8080 currTime = <value optimized out> #2 0x000000000075f098 in World::UpdateSessions (this=0x7f311802a4b0,. diff=<value optimized out>) at ../../../src/game/World.cpp:1788 itr = {<std::tr1::__detail::_Hashtable_iterator_base<std::Pair<unsigned int const, WorldSession*>, false>> = {_M_cur_node = 0x4c1937f1,. _M_cur_bucket = 0x443a4}, <No data fields>} next = {<std::tr1::__detail::_Hashtable_iterator_base<std::Pair<unsigned int const, WorldSession*>, false>> = {_M_cur_node = 0x7f30fb491fc0,. _M_cur_bucket = 0x2d0bfbd8}, <No data fields>} sess = <value optimized out> #3 0x000000000075f8af in World::Update (this=0x7f311802a4b0, diff=91) at ../../../src/game/World.cpp:1324 autobroadcaston = 1 #4 0x000000000053c191 in WorldRunnable::run (this=<value optimized out>) at ../../../src/mangosd/WorldRunnable.cpp:60 diff = 91 realCurrTime = 1115850367 realPrevTime = <value optimized out> prevSleepTime = 71 #5 0x0000000000807fbe in ACE_Based::Thread::ThreadTask (param=0x7f30fe51c230) at ../../../src/shared/Threading.cpp:187 _task = 0x7f311a23a3a0 #6 0x00007f311e222a04 in start_thread () from /lib/libpthread.so.0 No symbol table info available. #7 0x00007f311d7e0d4d in clone () from /lib/libc.so.6 No symbol table info available. #8 0x0000000000000000 in ?? () No symbol table info available. Plz fix that so fast as u can. Very important crash bug
  2. More simple hack-way: @@ -3790,7 +3790,7 @@ SpellCastResult Spell::CheckCast(bool strict) target_friendly = m_caster->IsFriendlyTo(target); } - if(target_friendly) + if(target_friendly && m_spellInfo->Id != 34026) //Kill Command return SPELL_FAILED_BAD_TARGETS; explicit_target_mode = true; But problem still exist in general.
  3. Still actually. My temp revert commit patch - http://pastebin.com/wsV6JW1P
  4. What bug does the patch fix? What features does the patch add? Fix Deep Wounds typo in comment Implement SPELL_ATTR_EX4_STACK_DOT_MODIFIER support. In 2.4.3 Deep Wounds still cause 20/40/60% For which repository revision was the patch created? Fixes in loot roll timer work and related cleanups. Who has been writing this patch? Please include either forum user names or email addresses. Me diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 63feb4a..7577f5a 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -6946,9 +6946,9 @@ bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, Aura* triggeredB switch (auraSpellInfo->Id) { - case 12834: basepoints0 = int32(weaponDamage * 16 / 100); break; - case 12849: basepoints0 = int32(weaponDamage * 32 / 100); break; - case 12867: basepoints0 = int32(weaponDamage * 48 / 100); break; + case 12834: basepoints0 = int32(weaponDamage * 20 / 100); break; + case 12849: basepoints0 = int32(weaponDamage * 40 / 100); break; + case 12867: basepoints0 = int32(weaponDamage * 60 / 100); break; // Impossible case default: sLog.outError("Unit::HandleProcTriggerSpell: DW unknown spell rank %u",auraSpellInfo->Id);
  5. Nice, very nice, but... Items enchants procs in 19 times more often =) I think u need to drop this string: for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) Variable i do nothing in the loop, but in the end increes proc chance.
  6. So, is it a better formula then default mangos? Developers, comment plz :huh:
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use