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shauren

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Everything posted by shauren

  1. for the record: .clear() method of stringstream does NOT clear the content, you need to call query.str("");
  2. uint32 duration = aura->GetDuration() + 2 * aura->GetAmplitude(); aura->SetDuration(duration); aura->SetMaxDuration(duration); // blizzard always modifies this whenever duration is manipulated (a "reset" of duration is seen clientside on target) rough draft
  3. actually thats taken from trinitycore but it is a bad idea (imagine the field being 1, then quickly shifted to 0 and back to 1; 1 is in fact the id of Cat Form), i would like to point you to my patch that makes SendForcedObjectUpdate obsolete https://github.com/TrinityCore/TrinityCore/commit/8c707a13de6245ab505633bf50b4d078242de21a https://github.com/TrinityCore/TrinityCore/commit/d8fcc9ef46931306d8157915b9af6b4d7476b907 and https://github.com/TrinityCore/TrinityCore/commit/3be74850202d69ed19e712ae4b94508b927e8f97 (last 2 are silly mistakes)
  4. this will not work if m_uint32Values[uNIT_FIELD_BYTES_2] is also 0 (not the case for shapeshifting, just shows this solution is not universal)
  5. i suggest you implement this into EAI, not by adding custom menu items
  6. The northrend fishing contest could be an example I think (map with different zones). You can see the yell in each zone of northrend when the contest is announced. incorrect. the yells cannot be heard in "The Frozen Sea"
  7. shauren

    MMaps Redux

    id like to point out that the gameobject is not everything there. there is also an invisible WMO (read properly by vmaps) and height data is returned correct there on the other hand im fairly certain that you are using a hack and spawning the platform in wrong place.
  8. possibly the order size/radius modifications are applied on world enter is wrong
  9. shauren

    MMaps Redux

    same deal, all values put into updatefields must be retail values, not our custom crap
  10. shauren

    MMaps Redux

    unit_flags come from client, you do not 'make them up'
  11. oh no you can still find them if you ask uncle google they were extracted from regular client 2.2 or so
  12. its not a problem if you add the missing files (for example as an additional MPQ archive) if you try to go to that map without these files, your client will crash
  13. shauren

    MMaps Redux

    that port has been officially disapproved and is not a valid base for bug reporting
  14. it does fix certain cases of naked bug, but not all of them also i would like to point out that your patch is not fully correct (when using final_* coords) when player is on transport you must send transport offsets instead (confirmed in sniffs)
  15. shauren

    MMaps Redux

    no, LK is on gameobject (theres like no floor at all there)
  16. not just spell scripts, entire script system
  17. MaNGOS::GameObjectInRangeCheck check(m_caster, x, y, z, radius + 15.0f); why the +15 hack? its seriously going to break other spells
  18. shauren

    MMaps Redux

    you have a merge conflict
  19. https://github.com/TrinityCore/TrinityCore/commit/c2b0bcbd6c8155812857523681cd787059cd9bf9 my DungeonEncounter.dbc implementation that extra flag for boss isnt needed
  20. im well aware of that, and i already have an idea how to link encounters (will implement in trinity)
  21. how about linking them to achievement system?
  22. you dont need even that. map id is in gameobject_template.data6
  23. that is one of many commits related to MMR
  24. i meant with real amount of players, 100 and more
  25. Playing in game GM-s also not bliz-like and MOST not bliz-like is free in both meanings open source project. So i suggest use term in limited form, apply to normal player in game expirience. No to random other parts yea but what i really meant is that you are discussing some absurdly long uptimes that won't happen in near future something close to optimizing startup procedures so they run half a second faster (but its only once per runtime)
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