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Ramses

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  1. Hi, thanks again for another patch (damned more work on updating) one thing to think about. there is no table for involved relations related to events. like "game_event_creature_involvedrelation" in other words: is it possible to turn in a quest from phase #1 when phase #2 has already started, and therewith the quets is not available any more?
  2. small issue: when you die during a duell in Halaar (e.g. from mage's Ignite) he gets an honor mark. (yes it's caused by another core bug, but anyway it's a really unwanted behavior) not tested on the latest version, have to do an update next days
  3. great patch, thank you. some things we noticed ( some cosmetics ): - In Terrokar Forrest, after the last tower is taken, the second phase starts, and you can not flag this tower completly for your faction. (move the slide to the end of bar) - In Nagrand, when a Guard is killed by a bomb (npc) the m_GuardsAlive counter does not decrease. - In Zangamarsh multiple players can get a flag to return it to the graveyard. not sure about test conditions, but I think it happens when second player opens the menu before first player gets the flag. about the Nagrand issue, how to differ between a TemporarySummon spawned by SpellEffectSummonWild and a usual unit? If this is possible the addeption of outdoor pvp code in Unit.cpp (call to HandleKill) is easy, but I miss this simple link to the Summon.
  4. What bug does the patch fix? What features does the patch add? Traps linked with Chests,Buttons,Goobers do only trigger when standing on top of Gameobject For which SubVersion revision was the patch created? 6126 Is there a thread in the bug report section? If yes, please add a link to the thread. did not find one, too much hunter trap threads Who has been writing this patch? Please include either forum user names or email addresses. Ramses Additional info: All spells associated with GO type 6 in my DB have SpellRange = 0, so it is not reasonable to use range for searching a trap in distance to player. So I changed GameObject::TriggeringLinkedGameObject to use SpellEffectRadius for searching a trap in distance of player. This patch may cause traps with e.g. AoE dmg effects to cast the damage around player, the current code does this also, but with this patch the distance between player and trap increases. But imo this is a better solution than having traps not triggered cause player is to far away while standing beside the trap. This patch may get useless if GO casting is added, the trap can cast the spell and the targetMap may be filled correctly. If then spell is still casted by GO on player, and casters (GO) position is used as base for filling the target map, this patch will still be correct for check, if a player can be affected by a linked trap. http://pastebin.ca/1050221 Index: src/game/GameObject.cpp =================================================================== --- src/game/GameObject.cpp (revision 6126) +++ src/game/GameObject.cpp (working copy) @@ -752,8 +752,17 @@ if(!trapSpell) // checked at load already return; - float range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(trapSpell->rangeIndex)); - + //all spells associated with GO type 6 have range 0 yards (self), use effect radius for trap search + float distance = 0.0f; + float radius; + //search largest Effect Radius + for (int i = 0; i < 3; i++) + { + radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(trapSpell->EffectRadiusIndex[i])); + if ( radius > distance ) distance = radius; + } + + sLog.outDebug("Triggering trap [id: %u] with Spell [entry:%u] in distance %f yards",trapEntry,trapInfo->trap.spellId, distance); // search nearest linked GO GameObject* trapGO = NULL; { @@ -762,7 +771,7 @@ Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; - MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range); + MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,distance); MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(trapGO,go_check); TypeContainerVisitor<MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker); @@ -774,6 +783,7 @@ // FIXME: when GO casting will be implemented trap must cast spell to target if(trapGO) target->CastSpell(target,trapSpell,true); + else sLog.outDebug("Trap [id: %u] not found in distance %f yards",trapEntry, distance); } GameObject* GameObject::LookupFishingHoleAround(float range)
  5. first I have to say: I love this, mangos own client idea please continue this subproject but also a tool to simulate players for stress tests is really needed. especially if you think about parallelization of core
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