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Lufbert

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  1. That part for packet: DWORD vids[FAST_PICKUP_MAX_NUM]; is not really good. You will end up sending 45 item vids even if there is only one item available to pickup (of course 44 of them will be 0). You should change your packet from static size to dynamic size and send only as much vids as needed.
  2. Because as it names said it's "smart". When function execution ends pointer is automatically deallocated and ram is freed (of course only in this simple example with unique_ptr, normally that topic is more complicated for global variables, variables added to vectors etc.).
  3. Oh my god, it's so bad. You not even know how to use switch statement. For example on horse level 22 you will get all of the bonuses from level 22 to 28 because you didnt break any of your case's.
  4. Im proud somebody finally start working on that annoying metin bug. I have tried to fixed it some time ago but without any effect. Unfortunately your fix seems not work for me too. btw. @_Sielu if you managed to fix can you just give us any hint? I respect that you do it for customer so i dont want ready solution just a little hint
  5. Hi guys! I have this bug with font for a long time. Im talking about that little dot under 'a' letter. I know a lot of servers had that issue. Anybody had a working solution for this?
  6. { #ifdef __CHANGELOOK_SYSTEM__ DWORD dwRes = GetTransmutation() != 0 ? GetTransmutation() : GetVnum(); m_pOwner->SetPart(PART_WEAPON, dwRes); #else m_pOwner->SetPart(PART_WEAPON, GetVnum()); #endif }
  7. It's because it need to be in { }. Paste this code here, and I will fix it for it.
  8. Don't do like you do. Open char_item.cpp Find: bool IS_SUMMONABLE_ZONE(int map_index) and add your blocked map index under: case 208 : like this: case 208 : case your_map_index :
  9. After unpack mob_proto there is no all files to serverside, it's delete a lof of info like boss skills or polymorph_item
  10. Nice bro, very nice. Waiting for serverside part
  11. Yes. Use item.remove(1) and it's been working. Or replace a function to this: int item_remove(lua_State* L) { LPITEM item = CQuestManager::instance().GetCurrentItem(); if(!item || CQuestManager::instance().GetCurrentCharacterPtr() != item->GetOwner()) { lua_pushboolean(L, 0); return 0; } item->SetCount(-item->GetCount()); lua_pushboolean(L, 1); return 1; }
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