KAPATEJIb
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Everything posted by KAPATEJIb
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http://filebeam.com/3ab2b180658b4e2c8960f32a9abe6923 for 6590
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Quest http://www.wowhead.com/?quest=9422 can't be completed. I think we need to do same thing like that http://www.mangosproject.org/forum/index.php?showtopic=29220 Someone can write a patch for it? sometimes get that error 2008-09-06 16:47:45 ERROR:Player::ModifyFactionReputation: Can't update reputation of Pally for unknown faction (faction template id) #609.
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[patch] Aoe Target Should Be Based On Caster, Not Original Caster
KAPATEJIb replied to a topic in ... under reviewOld
Tested on 6482 with patch. My raid with 25 mans start a gruul dragonkiller encounter, but when gruul cast a "Shatter" - raid wipes instantly, 10350 damage in two ticks (20700 at each player). I think damage to their allies based on proximity not work and on mangos that spell cause a fixed damage (10350). -
[patch][6417] Mersennetwister, Random Numbers
KAPATEJIb replied to Auntie Mangos's topic in ... acceptedOld
That patch cause a script dev 2 errors Linking... Creating library ..\\..\\..\\..\\bin\\win32_release/MaNGOSScript.lib and object ..\\..\\..\\..\\bin\\win32_release/MaNGOSScript.exp mob_event_ai.obj : error LNK2019: unresolved external symbol "unsigned int __cdecl urand(unsigned int,unsigned int)" (?urand@@YAIII@Z) referenced in function "public: virtual void __thiscall Mob_EventAI::Reset(void)" (?Reset@Mob_EventAI@@UAEXXZ) ..\\..\\..\\..\\bin\\win32_release/MaNGOSScript.dll : fatal error LNK1120: 1 unresolved externals Build log was saved at "file://c:\\Documents and Settings\\Администратор\\Рабочий стол\\EmulatorX\\Source\\src\\bindings\\ScriptDev2\\VC80\\ScriptDev2__Win32_Release\\BuildLog.htm" ScriptDev2 - 2 error(s), 0 warning(s) ========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== As i understand the problem in (*i).Time = urand((*i).Event.event_param1, (*i).Event.event_param2); in mob_event_ai.cpp. How i can fix it? -
Tested, all works ok
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Can you reupload fix to filebeam?
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[fix][6029] Tempsummon_timed_or_dead_despawn
KAPATEJIb replied to Auntie Mangos's topic in ... acceptedOld
Can you upload a patch file or use pastebin? -
I have test that patch - bug with ranged weapons shoot not fixed
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That patch fixes a issue when player can't shoot with ranged weapon (warriors and rogues, with hunter autoshot all ok) in frost nova or roots?
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Patch is not outdated, for correct interrupt spells by charm, fear and stun we still need to use that patch; for silence case - all ok. Here update for last revisions Index: src/game/SpellAuras.cpp =================================================================== --- src/game/SpellAuras.cpp (revision 4917) +++ src/game/SpellAuras.cpp (working copy) @@ -1850,7 +1850,7 @@ { m_target->SetCharmerGUID(GetCasterGUID()); m_target->SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE,caster->getFaction()); - + m_target->Cancelcast(); caster->SetCharm(m_target); if(caster->getVictim()==m_target) @@ -1960,6 +1960,7 @@ if( apply ) { m_target->addUnitState(UNIT_STAT_CONFUSED); + m_target->Cancelcast(); m_target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED); if(m_target->GetTypeId() == TYPEID_PLAYER) @@ -2027,6 +2028,7 @@ if( Apply ) { m_target->addUnitState(UNIT_STAT_FLEEING); + m_target->Cancelcast(); m_target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING); // only at real add aura @@ -2162,6 +2164,7 @@ m_target->SetUInt64Value (UNIT_FIELD_TARGET, 0); m_target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE); + m_target->Cancelcast(); if (caster) { Index: src/game/Unit.cpp =================================================================== --- src/game/Unit.cpp (revision 4917) +++ src/game/Unit.cpp (working copy) @@ -943,6 +943,13 @@ DEBUG_LOG("DealDamageEnd"); } +void Unit::Cancelcast() +{ + for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++) + if (m_currentSpells[i]) + InterruptSpell(i); +} + void Unit::CastSpell(Unit* Victim, uint32 spellId, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId ); Index: src/game/Unit.h =================================================================== --- src/game/Unit.h (revision 4917) +++ src/game/Unit.h (working copy) @@ -755,6 +755,7 @@ return NULL; } bool Attack(Unit *victim, bool playerMeleeAttack = false); + void Cancelcast(); bool AttackStop(); void RemoveAllAttackers(); AttackerSet const& getAttackers() const { return m_attackers; }
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I'm using another patch, and that feature works perfect Index: src/game/SpellAuras.cpp =================================================================== --- src/game/SpellAuras.cpp (revision 4374) +++ src/game/SpellAuras.cpp (working copy) @@ -1769,7 +1769,7 @@ m_target->SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE,caster->getFaction()); caster->SetCharm(m_target); - + m_target->Cancelcast(); if(caster->getVictim()==m_target) caster->AttackStop(); m_target->CombatStop(); @@ -1877,6 +1877,7 @@ if( apply ) { m_target->addUnitState(UNIT_STAT_CONFUSED); + m_target->Cancelcast(); // probably wrong m_target->SetFlag(UNIT_FIELD_FLAGS,(apply_stat<<16)); @@ -1927,6 +1928,8 @@ if( Apply ) { m_target->addUnitState(UNIT_STAT_FLEEING); + m_target->Cancelcast(); + // m_target->AttackStop(); m_target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE | UNIT_FLAG_FLEEING); // only at real add aura @@ -2028,6 +2031,7 @@ m_target->addUnitState(UNIT_STAT_STUNDED); m_target->SetUInt64Value (UNIT_FIELD_TARGET, 0); m_target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE); + m_target->Cancelcast(); // Stop attack if spell has knockout effect if (caster && (GetSpellProto()->Mechanic == MECHANIC_KNOCKOUT)) @@ -2289,7 +2293,10 @@ return; if(apply) + { m_target->m_silenced = true; + m_target->Cancelcast(); + } else { // Real remove called after current aura remove from lists, check if other similar auras active Index: src/game/Unit.cpp =================================================================== --- src/game/Unit.cpp (revision 4374) +++ src/game/Unit.cpp (working copy) @@ -6911,3 +6911,10 @@ return true; return false; } + +void Unit::Cancelcast() +{ + for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++) + if (m_currentSpells[i]) + InterruptSpell(i); +} Index: src/game/Unit.h =================================================================== --- src/game/Unit.h (revision 4374) +++ src/game/Unit.h (working copy) @@ -751,6 +751,7 @@ return NULL; } bool Attack(Unit *victim, bool playerMeleeAttack = false); + void Cancelcast(); bool AttackStop(); void RemoveAllAttackers(); AttackerSet const& getAttackers() const { return m_attackers; }
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