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Hw2

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Posts posted by Hw2

  1. Nice !

    however, you should clean your patch :

    this..

     @@ -338,7 +338,7 @@
            m_restTime = 0;
            m_deathTimer = 0;
            m_deathExpireTime = 0;
    - 
    +         
            m_swingErrorMsg = 0;
    
            m_DetectInvTimer = 1000;
    @@ -1051,8 +1051,9 @@
                                    RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
                            }
                    }
    -        }
    +        }
    
    +
            if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
            {
                    if(roll_chance_i(3) && GetTimeInnEnter() > 0)             //freeze update

    and this...

        void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
    @@ -16554,13 +16572,11 @@
    {
            if(BattleGround *bg = GetBattleGround())
            {
    -                bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER);
    +                if(bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER))
    +                        CastSpell(this, 26013, true);                                     // Deserter
    
                    bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
    -
    -                // call after remove to be sure that player resurrected for correct cast
    -                if(need_debuf)
    -                        CastSpell(this, 26013, true);                                     // Deserter
    +                m_bgAfkReporter.clear();
            }
    }

    ...are useless , right?

  2. i'm just searching a way to do it with mangos core, not with SD2...

    however i had a look core functions, and seems that is possible check only hostile targets. i repeat: i'm searching a method to react a creature (friendly) with player while he walk around it.

    with scriptdev i can use MoveInLineOfSight....but with the core i think that i should create a function that resemble the virtual MoveInLineOfSight, is it right?

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