Lightguard
Members-
Posts
208 -
Joined
-
Last visited
Never -
Donations
0.00 GBP
Content Type
Profiles
Bug Tracker
Wiki
Release Notes
Forums
Downloads
Blogs
Events
Everything posted by Lightguard
-
This patch looks nice, except 2 things: Are you sure that SPELL_AURA_MOD_DISPEL_RESIST must be on the aura's caster? Note that special packet exists for failed dispel tries SMSG_DISPEL_FAILED (look at dispel effect's code for the structure)
-
Should be fixed in [11804]
-
Should be fixed in [11803]
-
Please try this: diff --git a/src/game/BattleGroundMgr.cpp b/src/game/BattleGroundMgr.cpp index 69bb705..4936a95 100644 --- a/src/game/BattleGroundMgr.cpp +++ b/src/game/BattleGroundMgr.cpp @@ -1274,9 +1274,12 @@ void BattleGroundMgr::BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg) // it seems this must be according to BG_WINNER_A/H and _NOT_ BG_TEAM_A/H for(int i = 1; i >= 0; --i) { - *data << uint32(bg->m_ArenaTeamRatingChanges[i]); - *data << uint32(3999); // huge thanks for TOM_RUS for this! - *data << uint32(0); // added again in 3.1 + uint32 pointsLost = bg->m_ArenaTeamRatingChanges[i] < 0 ? abs(bg->m_ArenaTeamRatingChanges[i]) : 0; + uint32 pointsGained = bg->m_ArenaTeamRatingChanges[i] > 0 ? bg->m_ArenaTeamRatingChanges[i] : 0; + + *data << uint32(pointsLost); // Rating Lost + *data << uint32(pointsGained); // Rating gained + *data << uint32(0); // Matchmaking Value DEBUG_LOG("rating change: %d", bg->m_ArenaTeamRatingChanges[i]); } for(int i = 1; i >= 0; --i) (original patch by thenecromancer)
-
Is it even needed to cast the spell if diff==0?
-
In [10131], thank you =)
-
Not really, the real point in using wpe is in it's name, packet editing. They usually find missing checks that can be abused by sending incorrect data by packet editing (otherwise impossible, usually prohibited by client-side checks). If you can get the opcodes they aim and the offsets, you might be able to fix it pretty fast. Even checking a few guides on how they do it can help, but this app (shown in the video) has to be tested.
-
It is hard to solve such problems based on such useless posts... So if you'd give us usable information instead of such flaming, we'd probably be able to do something...
-
Please do a git pull and test it again.
-
In [9733], thank you =)
-
In [9640], thank you =)
-
In [9570], thank you =)
-
I added your fix with some minor modifications, thank you =)
-
Bah, my mistake, thank you:)
-
In [9513], thank you =)
-
In [9512], thank you =)
-
Well if you take a careful look into Group::ResetInstance you'll surely notice this part: bool isEmpty = true; // if the map is loaded, reset it Map *map = sMapMgr.FindMap(p->GetMapId(), p->GetInstanceId()); if(map && map->IsDungeon() && !(method == INSTANCE_RESET_GROUP_DISBAND && !p->CanReset())) isEmpty = ((InstanceMap*)map)->Reset(method); Which is supposed to check wether we can reset or not. The bool there wasn't accidently named 'isEmpty' and equals to the return of InstanceMap::Reset. if(HavePlayers()) { if(method == INSTANCE_RESET_ALL) { // notify the players to leave the instance so it can be reset for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) itr->getSource()->SendResetFailedNotify(GetId()); } elseInstanceMap::Reset you'll see a part that checks that if we have players there or not, but then comes a tiny problem, it checks what reset method did we send and if it isn't INSTANCE_RESET_ALL it will invalidate the instance. So as a possible solution i would recommend this: diff --git a/src/game/Map.cpp b/src/game/Map.cpp index 7c00f9d..77a459d 100644 --- a/src/game/Map.cpp +++ b/src/game/Map.cpp @@ -2582,7 +2582,7 @@ bool InstanceMap::Reset(uint8 method) if(HavePlayers()) { - if(method == INSTANCE_RESET_ALL) + if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY) { // notify the players to leave the instance so it can be reset for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
-
In [9487], thank you =)
-
That suggestion originates from VladimirMangos back somewhere in 2009.
-
In [9436], thank you =)
-
You could also try to add finish(true) to avoid the "interrupted" messages.
-
In [9379], thank you =)
-
[9366][fix] Elemental Shaman T9 4p set bonus
Lightguard replied to Auntie Mangos's topic in ... acceptedOld
In [9366], thank you =) -
The script effect would now work as intended, but another problem appears, that makes the female spell work the same way as the male one. This is related to transform aura handling, and needs some generic code to be added. Currently i'm working on it, but slowly as i don't have too much time
Contact Us
To contact us
click here
You can also email us at [email protected]
Privacy Policy | Terms & Conditions
You can also email us at [email protected]
Privacy Policy | Terms & Conditions
Copyright © getMaNGOS. All rights Reserved.
This website is in no way associated with or endorsed by Blizzard Entertainment®
This website is in no way associated with or endorsed by Blizzard Entertainment®