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shauren

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Posts posted by shauren

  1. Actually, TOM_RUS told that PLAYER_FIELD_BYTES2 store uint8[2]+uint16 where uint16 is id from OverrideSpellData.dbc.

    So you are wrongly replacing first two bytes but I don't know how they are used in 3.3.5.

    Btw, can players with aura 293 use own spells besides spells from OverrideSpellData.dbc? Is it checked by client? Maybe we need check it on server to prevent cheating?

    no, they cant

    yes, its checked in client

    additionally at blood queen ICC encounter they also get a linked silence & pacify aura

  2. its a different way Trinity implemented shapeshift-specific spells (these that come with a prefedined spellbar in dbc)

    MaNGOS simply uses

    ((Player*)target)->addSpell(ssEntry->spellId[i], true, false, false, false);
    ((Player*)target)->removeSpell(ssEntry->spellId[i], false, false, false);

    to achieve the same result so you should use it instead of AddTemporarySpell

  3. We need better innovation from this community! >:(

    Sorry i forgot, what was the last innovation you contributed?

    Code won't write itself. And writing good code is harder than adding lots of hacks that give the impression as if it was working.

    I did briefly look at this stuff and IMHO there's not all that much to build on yet.

    You don't need any weird extra table, transports do already have a "virtual" mapid assigned, it will be possible to spawn them like any other creature if you write proper core code.

    Also the really difficult part is syncing transport movement properly, infact players are not properly updated either currently.

    I see none of that really addressed properly here or in trinity...unless something has signifficantly changed lately.

    i dont think anything changed, in any case both TC and mangos transport system is a hack on mapmanager so its only adding hack to hack :P

  4. Hi, i tried to merge mmaps_rewrite and mangos master branches but i get some conficts in TargetedMovementGenerator.cpp
    <<<<<<< HEAD

    + if (owner.IsStopped() && !i_destinationHolder.HasArrived())

    + {

    + D::_addUnitStateMove(owner);

    + if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->CanFly())

    + ((Creature&)owner).AddSplineFlag(SPLINEFLAG_UNKNOWN7);

    =======

    >>>>>>> mmaps_rewrite

    and 2 more conflicts in Unit.cpp and WaypointMovementGenerator.cpp, can somone help me?

    no. this is development thread, not noob support

  5. Very often crash at last version of mmaps =(

    Call stack:
    Address   Frame     Function      SourceFile
    007A042A  00000000  PathInfo::findSmoothPath+9A
    004806EA  00000000  MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>::Visit+A
    4589FFFE  00000000

    hint: dont compile in Release

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