Jump to content

Endymion

Member
  • Posts

    227
  • Joined

  • Last visited

  • Days Won

    5
  • Feedback

    0%

Everything posted by Endymion

  1. But this is not a problem in this case. Is CHARACTER removed from the unique map when killed?
  2. item->SetCount(MAX(0, item->GetCount() - loopCount)); if (item) item->Lock(false); You should no longer use the "item" pointer after using the SetCount function, which may delete this object.
  3. CMappedFile File; LPCVOID pData; if (!CEterPackManager::Instance().Get(File, szFileName, &pData)) return; CMemoryTextFileLoader textFileLoader; textFileLoader.Bind(File.Size(), pData); for (DWORD i = 0; i < textFileLoader.GetLineCount(); ++i) { const std::string& c_rstLine = textFileLoader.GetLineString(i); vRaceSpecular.emplace_back(atoi(c_rstLine.c_str())); } if (vRaceSpecular.find(GetRace()) != vRaceSpecular.cend()) fSpecular = 1.f;
  4. You probably made timed equipment like weapon. Just disable REAL_TIME from these items and the error will be gone.
  5. bool CPythonNetworkStream::RecvRefineInformationPacketNew() (iiii) -> (iiOi) rkRefineTable.cost -> PyLong_FromLongLong(rkRefineTable.cost)
  6. void CInputLogin::Entergame(LPDESC d, const char* data) { ... for (const auto& it : g_map_GM) ch->ChatPacket(CHAT_TYPE_COMMAND, "AddGameMaster %s", it.first.c_str()); }
  7. It would be a good idea to write unsent messages to the database on shutdown, and read them on boot.
  8. /saveati mapindex example It'll create image in your core directory, open that and check if this position isn't red. Red color represens ATTR_BLOCK where you can't login and can't spawn monsters.
  9. struct FCountRaceInMap { size_t count; uint32_t dwVnum; FCountRaceInMap(uint32_t _dwVnum) : dwVnum(_dwVnum), count(0) {} void operator() (LPENTITY ent) { if (!ent->IsType(ENTITY_CHARACTER)) return; LPCHARACTER ch = static_cast<LPCHARACTER>(ent); if (ch->IsPC()) return; if (ch->GetRaceNum() == dwVnum) ++count; } }; size_t SECTREE_MANAGER::GetRaceCountInMap(long lMapIndex, uint32_t dwVnum) { LPSECTREE_MAP sectree = SECTREE_MANAGER::instance().GetMap(lMapIndex); if (!sectree) return 0; FCountRaceInMap f(dwVnum); sectree->for_each(f); return f.count; } It should work, but I didn't test.
  10. Look at void CActorInstance::SetShape(DWORD eShape, float fSpecular)
  11. Ahh, I thought it is Owasp's function. You must check in sending packet if there isn't missed adding to buffer things with increasing packet size.
  12. Endymion

    3d shard.work

    I can recommend this guy. Truly professional and I have never had troubles with him.
  13. Hi guys, I found weird problem with weapon's specular. I have 2 characters with Full Moon Sword+9 equipped and now when one of them will change weapon to FMS+0 specular will disapear for both characters. I took a look on that on 2 different servers, both of them got this problem. video:
  14. self.scrollBar.* -> self.contentScrollbar.*
  15. I think nowadays nobody does things like that in lua.
  16. didn't test but in theory it can works void regen_free_in_map(int32_t lMapIndex) { for (auto& pRegen = regen_list; pRegen != nullptr; pRegen = pRegen->next) { if (pRegen->lMapIndex == lMapIndex) { if (pRegen->prev) pRegen->prev->next = pRegen->next; if (pRegen->next) pRegen->next->prev = pRegen->prev; event_cancel(&pRegen->event); M2_DELETE(pRegen); } } }
×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.