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DiffuSer

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Posts posted by DiffuSer

  1. Revision: 2009-11-13 17:51:24 8809 5ca3e8604b0c71d4e7f429459db4327a62bce21b

    Date 14:11:2009. Time 1:31

    //=====================================================

    *** Hardware ***

    Processor: Intel® Core2 Quad CPU Q9550 @ 2.83GHz

    Number Of Processors: 4

    Physical Memory: 2096248 KB (Available: 715516 KB)

    Commit Charge Limit: 4786592 KB

    *** Operation System ***

    Windows Vista or Windows Server 2008 Professional (Version 6.1, Build 7600)

    //=====================================================

    Exception code: C00000FD STACK_OVERFLOW

    Fault address: 0000000140671BC7 01:0000000000670BC7 E:\\MaNGOS\\mangosd.exe

    Registers:

    RAX:0000000000001068

    RBX:000007FFEE644000

    RCX:000007FFFF8EA080

    RDX:0000000000000003

    RSI:000007FFF0BAF330

    RDI:00000001402B1610

    R8: 0000000000000000

    R9: 0000000009873000

    R10:0000000009873000

    R11:0000000000000000

    R12:0000000000000000

    R13:0000000000000000

    R14:0000000000000000

    R15:0000000009873D90

    CS:RIP:0033:0000000140671BC7

    SS:RSP:002B:0000000009874350 RBP:00000000

    DS:002B ES:002B FS:0053 GS:002B

    Flags:00010206

    LogLevel = 3, have this crash. Online - 2 players, i am from two clients. Cast some spells and get crash.

  2. +                        int32 basepoints1 = procSpell->EffectBasePoints[1] / 2;
    +                        int32 basepoints2 = procSpell->EffectBasePoints[2] / 2;
    +                        runeBlade->CastCustomSpell(pVictim,procSpell,&basepoints0,&basepoints1,&basepoints2,true,castItem,triggeredByAura);
    +                    }
    +    void Reset()
    +    {
    +        Unit * owner = m_creature->GetOwner();
    +        if (!owner || owner->GetTypeId() != TYPEID_PLAYER)
    +            return;
    +
    +        // Cannot be Selected or Attacked
    +        m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
    +        m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
    +
    +        // Add visible weapon
    +        if (Item const * item = ((Player *)owner)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
    +            m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, item->GetProto()->ItemId);
    +
    +        // Visual Glow
    +        m_creature->CastSpell(m_creature, 53160, true);
    +   }
    +                    return true;
    +                }
                }
                // Mark of Blood

    And here will truly add?

  3. diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
    index f31c738..be64e7d 100644
    --- a/src/game/Unit.cpp
    +++ b/src/game/Unit.cpp
    -6380,7 +6380,40 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu
                        return false;
                    // TODO: wite script for this "fights on its own, doing the same attacks"
                    // NOTE: Trigger here on every attack and spell cast
    -                return false;
    +                Pet* runeBlade = FindGuardianWithEntry(27893);
    +                if (!runeBlade)
    +                    return false;
    +                else
    +                {
    +
    [b]+        // Cannot be Selected or Attacked
    +        runeBlade->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
    +        runeBlade->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
    +
    +        // Add visible weapon
    +        if (Item const * item = ((Player *)owner)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
    +        runeBlade->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, item->GetProto()->ItemId);
    +
    +        // Add stats scaling
    +        int32 damageDone=owner->CalculateDamage(BASE_ATTACK, false, true);
    +        int32 meleeSpeed=owner->m_modAttackSpeedPct[bASE_ATTACK];
    +        runeBlade->CastCustomSpell(runeBlade, 51906, &damageDone, &meleeSpeed, NULL, true);
    +
    +        // Visual Glow
    +        runeBlade->CastSpell(m_creature, 53160, true);[/b]
    +
    +                    if(!procSpell) // triggered from auto-attack
    +                    {
    +                        // copy paste from attacker state update...
    +                        pVictim = SelectMagnetTarget(pVictim);
    +
    +                        CalcDamageInfo damageInfo;
    +                        CalculateMeleeDamage(pVictim, 0, &damageInfo, BASE_ATTACK);
    +                        damageInfo.attacker = runeBlade;
    +                        damageInfo.damage = damageInfo.damage / 2;
    +                        // Send log damage message to client
    +                        runeBlade->DealDamageMods(pVictim,damageInfo.damage,&damageInfo.absorb);
    +                        runeBlade->SendAttackStateUpdate(&damageInfo);
    +                        runeBlade->ProcDamageAndSpell(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, damageInfo.procEx, damageInfo.damage, damageInfo.attackType);
    +                        runeBlade->DealMeleeDamage(&damageInfo,true);
    +
    +                        // if damage pVictim call AI reaction
    +                        if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
    +                            ((Creature*)pVictim)->AI()->AttackedBy(runeBlade); 
    +                    }
    +                    else           // only melee based spells?
    +                    {
    +                        // is it really half???
    +                        basepoints0 = procSpell->EffectBasePoints[0] / 2;
    +                        int32 basepoints1 = procSpell->EffectBasePoints[1] / 2;
    +                        int32 basepoints2 = procSpell->EffectBasePoints[2] / 2;
    +                        runeBlade->CastCustomSpell(pVictim,procSpell,&basepoints0,&basepoints1,&basepoints2,true,castItem,triggeredByAura);
    +                    }
    +                    return true;
    +                }
                }
                // Mark of Blood
                if (dummySpell->Id == 49005)

    Experts, check up please, the allocated site of a code is truly inserted into the basic patch?

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