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NoFantasy

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Posts posted by NoFantasy

  1. +    SetUInt32Value(GAMEOBJECT_BYTES_1, uint32(-1));

    GAMEOBJECT_BYTES_1 is not TWO_SHORT, andvalues are already set below in code by

        SetGoState(go_state);
       SetGoType(GameobjectTypes(goinfo->type));
       SetGoAnimProgress(animprogress);

    You mean SetUInt16Value(GAMEOBJECT_DYNAMIC, 1, uint16(-1)); maybe?

    Edit: i tested patch, and had some problems when object created. That was solved by the below code (*data split in two uint16 values, since we now know type is really TWO_SHORT).

    diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp
    index 6ddd5a2..e4c631f 100644
    --- a/src/game/GameObject.cpp
    +++ b/src/game/GameObject.cpp
    @@ -150,9 +150,10 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
    
        SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
    
    +    // GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
        SetGoState(go_state);
        SetGoType(GameobjectTypes(goinfo->type));
    -
    +    SetGoArtKit(0);                                         // unknown what this is
        SetGoAnimProgress(animprogress);
    
        //Notify the map's instance data.
    diff --git a/src/game/Object.cpp b/src/game/Object.cpp
    index 1601738..71b691f 100644
    --- a/src/game/Object.cpp
    +++ b/src/game/Object.cpp
    @@ -592,10 +592,9 @@ void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask
            if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
            {
                if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
    -            {
                    IsActivateToQuest = true;
    -                updateMask->SetBit(GAMEOBJECT_DYNAMIC);
    -            }
    +
    +            updateMask->SetBit(GAMEOBJECT_DYNAMIC);
            }
            else if (isType(TYPEMASK_UNIT))
            {
    @@ -711,18 +710,27 @@ void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask
                            switch(((GameObject*)this)->GetGoType())
                            {
                                case GAMEOBJECT_TYPE_CHEST:
    -                                *data << uint32(9);         // enable quest object. Represent 9, but 1 for client before 2.3.0
    +                                // enable quest object. Represent 9, but 1 for client before 2.3.0
    +                                *data << uint16(9);
    +                                *data << uint16(-1);
                                    break;
                                case GAMEOBJECT_TYPE_GOOBER:
    -                                *data << uint32(1);
    +                                *data << uint16(1);
    +                                *data << uint16(-1);
                                    break;
                                default:
    -                                *data << uint32(0);         // unknown, not happen.
    +                                // unknown, not happen.
    +                                *data << uint16(0);
    +                                *data << uint16(-1);
                                    break;
                            }
                        }
                        else
    -                        *data << uint32(0);                 // disable quest object
    +                    {
    +                        // disable quest object
    +                        *data << uint16(0);
    +                        *data << uint16(-1);
    +                    }
                    }
                    else
                        *data << m_uint32Values[ index ];       // other cases
    

    Besides that, it now works ok.

  2. no mention that the weapon had to be specifically an off-hand weapon only item.

    Agree, i think we must see the difference between the offhand meele attack and the offhand item inventory slot. Many item slot types (one hand, offhand, etc) can be used for the offhand meele attack.

  3. could someone finally stop this spamer, thanks?! it can't be that one guy post one crash hundrets of times! :mad:

    I've made a new sticky, those interested in spam can continue use this thread, those who are looking for something more meaningful can use the one tagged as Spam Free :) Problem solved, all happy (i hope).

    If it turns out the spam continues in the new sticky, i guess we just have to do more drastic things.

  4. Thread for linux crash dumps. Hopefully this thread will be free from automated spam of logs (the user/s who do use automated methods will still post in own thread).

    Whenever you are able to (or have a hunch about what caused the crash), please tell us.

    You will need to post at minimum the Mangos revision, Mangos branch and if you are using any custom code/adjustments (including any third party script library)

  5. 15 posts about the exact same crash from one user just in 24 hours or so, is it really needed?

    #0  Spell::DoCreateItem (this=0x82620558, i=0, itemtype=21752) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x1a0be0c8, i=0, itemtype=40088) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x11f6cfc0, i=0, itemtype=43523) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x71ce7b30, i=0, itemtype=43523) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x17204568, i=0, itemtype=43523) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x9ef2b918, i=0, itemtype=43523) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x9c415f70, i=0, itemtype=43523) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x90ab8820, i=0, itemtype=43523) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x5fad1bb0, i=0, itemtype=43523) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x34d38428, i=0, itemtype=43523) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x118e2018, i=0, itemtype=36894) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x5ee99630, i=0, itemtype=36894) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x45ea8048, i=0, itemtype=15992) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x43cdd820, i=0, itemtype=22574) at ../../../src/game/Object.h:167
    #0  Spell::DoCreateItem (this=0x79ace1d8, i=0, itemtype=4404) at ../../../src/game/Object.h:167

    Sure, we must indeed appreciate people who provide logs and help us out, but maybe this "spam" defeat the purpose of this thread? Maybe also try remove custom patches, see if those are the cause? No info about what the patches does, so any who read can't even help out, trying to find if the custom patches are involved.

  6. how can i debug it?

    In case using third party script library, you can debug by doing this:

    Compile like normal, mangos and script lib (debug build of course). Start like normal.

    From script solution in VC, select from top menu Debug->Attach To Process. Browse the list til you find mangosd.exe and attach to this. You should now be able to debug script library, set breakpoints and so on.

    No idea if it work in older versions of VC, only tried for 90.

  7. someone said the answer to the Gryphons might lie in spellclick as well, is that creditable?

    If you talk about certain creatures that act similar to normal taxi master, then yes. Npcflag like the one mentioned and also check IconName in creature_template, this determine what icon appear when hovering mouse over creature.

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