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idostyle

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Posts posted by idostyle

  1. 1) not sure good has been so hardcode and not allow resurrect at BG and arenas.

    Got the following problem:

    1. Player dies somewhere in the world

    2. Queues for a bg

    3. Circumvents clientside only (as far as i know) death check on invite accept

    4. Gets resurrected in WorldSession::HandleBattleFieldPortOpcode or in BattleGround::EndBattleGround/RemovePlayerAtLeave

    5. Leaves bg, is alive back in world

    6. Repeat

    But i get your point.

    2) also maybe make option limit hardcoded more to instances only (maybe as limited version PvE hardcode allow submode option)

    Hardcore.PvE = 1

    Hardcore.PvP = 0

    Hardcore.BattlegroundOrArena = 0

    Hardcore.RaidOrGroupInstance = 0

    Would that fit ?

    (a) know that player killed in PvP or no

    What about (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ?

    (b) can make player body lootable in current preexisted loot or that can let pre-fill loot by equipped items/etc... but loot size limited so some random selected for example.

    Adding this to the todo list, if you dont mind.

    Random subset of equipped items and gold lootable on death by party members.

  2. how to run valgrind on all cores?
    The main thing to point out is that although Valgrind works with the built-in threads system (eg. NPTL or LinuxThreads), it serialises execution so that only one thread is running at a time.

    This approach avoids the horrible implementation problems of implementing a truly multiprocessor version of Valgrind, but it does mean that threaded apps run only on one CPU, even if you have a multiprocessor machine.

    So multicore support is NYI in valgrind :o
  3. Is the logical structure representation of each entry in a dbc file.

    BattlemasterListEntryfmt[]="niiixxxxxiiiiixxssssssssssssssssxx"

    Not used value, followed by 3x integer values, followed by 5x unused values, ...

    dbcfile.h:
    
    enum
    {
       FT_NA='x',                                              //not used or unknown, 4 byte size
       FT_NA_BYTE='X',                                         //not used or unknown, byte
       FT_STRING='s',                                          //char*
       FT_FLOAT='f',                                           //float
       FT_INT='i',                                             //uint32
       FT_BYTE='b',                                            //uint8
       FT_SORT='d',                                            //sorted by this field, field is not included
       FT_IND='n',                                             //the same,but parsed to data
       FT_LOGIC='l'                                            //Logical (boolean)
    };

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