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Posts posted by Forgotten
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Maybe 0.499 is hardcoded value.. in this way there is no sense to seek for it in dbc
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Player::UpdateVisibilityOf updates visiblity in two cases: object removed from map(destroyed), object is out of visibility range
So, totem that out-of-range will shown as destroyed too
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second version much better, you may split it into parts to make it look better:
// Tapping related dynflags should be stored uint32 origDynamicFlags = GetUInt32Value(UNIT_DYNAMIC_FLAGS) & (UNIT_DYNFLAG_TAPPED|UNIT_DYNFLAG_TAPPED_BY_PLAYER|UNIT_DYNFLAG_TAPPED_BY_ALL_THREAT_LIST); // Update Dynamic Flags SetUInt32Value(UNIT_DYNAMIC_FLAGS,GetCreatureInfo()->dynamicflags | origDynamicFlags);
sadly, but there are o lot of values that shouldn't be modified( need modify base values only, and do not reset modifiers - cause they are came from auras):
like speed rates, object scale, resistances etc
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+ if (GetTypeId() != TYPEID_PLAYER)
player shouldn't be relocated? why?
yes, i saw the same thing in Unit::MonsterMove\\Unit::MonsterMoveWithSpeed but it looks like a hack
plus creature\\player shouldn't be relocated instantly
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shod be fixed with [10189]
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You may revert that new system at least and test without it
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if you talking about possessed creatures - problem is probably in [10053]: AI re-initialized at possess aura apply\\unapply
current ai don't must be deleted - it should be placed in some kind of slot (like movegen container in motion master) and replaced with possessed\\charmed ai..
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> + m_Visibility == VISIBILITY_ON && u->m_invisibilityMask==0 && InSamePhase(u) )
this check passed already
> + if( CreatureDataAddon const *cainfo = ((Creature*)this)->GetCreatureAddon() )
where is the check that 'this' is creature?
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why not increase NUM_MSG_TYPES value?
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yes i _have_ looked at MapManager::Update, that is why i said that transport in not part of map system, it's a hacky part of map manager, nothing more
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Transport in not part if map system.. and as i can see boarded creatures too
so that creatures will be not be able to send broadcast packets and etc
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Maybe this is because the spells need more work.
Because this patch does almoust nothing with spell system
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does it fixes a crash http://paste2.org/p/745979 (happens without patch) when using pre-loaded maps? Because my server is often fails at map file reading. So if server load maps only once at server start this crash can disappear?
not sure. This is terrain data management system, but it does nothing with vmaps
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as i said before, appendPackGUID may work incorrect(maybe it adds one superfluous byte)
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this is client side bug
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the main problem is that these threads will write into grid containers.. i'm not sure that these containers are able to be used by more than one thread
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so far the only known bug(?) with it is - when you enter instance again after you left mobs in the entrance you will see them going back to their places (evade)..
mobs its not active objects, so when you left instance, update not called for instance map and objects inside it, all timers became frozen
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what about the case when some guid re-used again and some aura's guid(m_caster guid for example) became point to wrong unit?
or it will be used only for low guid generation?
Roadmap
in OldGeneral discussion
Posted
What negative aspects? Currently we have tons of custom code in dummy, proc aura handlers which looks not nice