shauren
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Posts posted by shauren
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qsa, faramir: dont bother replying to iforgotmypassword (aka thyros), he doesnt really know what he is doing
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that... or ditch the current build files and use cmake, this way you will only have to maintain one set of buildfiles and it will support all compilers cmake supports
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dont use fast math on vmap code, BIH doesnt go well with it
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i just noticed, you are missing one check in there
if (!Real) return;
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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
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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
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inspect opcodes are spammed by the GearScode addon (a very popular one nowadays)
its CMSG_INSPECT
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http://code.google.com/p/trinitycore/source/detail?r=dc4fc5c8b30661dff24a411d6bbbb76f916cf059 is what you are looking for
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no, its a very crappy crashfix from trinitycore which didnt do anything (someone felt like it may fix them for good)
obviously its now gone
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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
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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
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no, but from what i know their model data is already extracted by vmap extractor/assembler
its only a matter of associating spawned gameobjects with their models (via DBC) (of course checking visibility/phase too)
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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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actually opcodes were not randomized in 4.0.1, cata (the expansion, not patch) still hasnt hit release and it cannot be confirmed whether or not it will randomize them
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you didnt find it because it was never there in mangos
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you should remove auras by interrupt flags, not by aura type
edit: this one AURA_INTERRUPT_FLAG_LANDING = 0x02000000, // 25 removed by hitting the ground
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# Spell::EffectCharge
# Spell::EffectCharge2
i disagree, this movement is a straight line and is handled by vmaps
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simple solution: never modify character data while online
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or you can use c++ style cast
Player p = NULL; if(unit->GetTypeId() == TYPEID_PLAYER) p = static_cast<Player*>(unit);
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there is a difference between lava pools and lavafalls (like waterfalls)
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he really doesn't know what class and race masks are
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makes a lot of sense, this way is easier to create custom gm ranks for servers (just go for your flags idea, not shit ascent letters which i hate)
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Stab, for me it assembles all maps, not just map 0, ~550 MB vmaps folder
[10924][patch] Timer system improved
in ... acceptedOld
Posted
as a matter of fact: uptime over 7 days is not blizzlike