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MeleyLair Game.core



#0  CHARACTER::FindAffect (bApply=<optimized out>, dwType=<optimized out>,
    this=<optimized out>)
    at /usr/local/lib/gcc8/include/c++/bits/stl_list.h:308
        pkAffect = <optimized out>
        pkAffect = <optimized out>
        it = {_M_node = 0x0}
        it = <optimized out>
        pkAffect = <optimized out>
#1  CHARACTER::AddAffect (this=0x4fc09a80, dwType=727, bApplyOn=0 '\000',
    lApplyValue=0, dwFlag=49, lDuration=3600, lSPCost=0, bOverride=true,
    IsCube=false) at char_affect.cpp:623
        __FUNCTION__ = "AddAffect"
        pkAff = 0x0
        wMovSpd = <optimized out>
        wAttSpd = <optimized out>
#2  0x0825f976 in MeleyLair::r_meleyspawn_event (event=...,
    processing_time=750) at MeleyLair.h:103
        dwTime = <optimized out>
        stones_count = <optimized out>
        pEventInfo = 0x4fcb9760
        pMap = 0x4fb90080
        dwTimeReload = 30
        dwMobVnum = <optimized out>
--Type <RET> for more, q to quit, c to continue without paging--

AddAffect Function:

bool CHARACTER::AddAffect(DWORD dwType, BYTE bApplyOn, long lApplyValue, DWORD dwFlag, long lDuration, long lSPCost, bool bOverride, bool IsCube)

char_affect.cpp:623 (Inside the AddAffect function)


	if (IsCube)
		pkAff = FindAffect(dwType, bApplyOn);
		pkAff = FindAffect(dwType);


        LPCHARACTER& GetStatue4Char() { return pkStatue4; }

Thanks for your help.

I don't know if it's correct to fix what I did, but I tried it like this.

Previously :
pMap->GetStatue4Char()->AddAffect(AFFECT_STATUE, POINT_NONE, 0, AFF_STATUE1, 3600, 0, true); 7 Argument

pMap->GetStatue4Char()->AddAffect(AFFECT_STATUE, POINT_NONE, 0, AFF_STATUE1, 3600, 0, true, false); 8 Argument


AddAffect arguments:

dwType, bApplyOn, lApplyValue, dwFlag, lDuration, lSPCost, bOverride, IsCube = 8 Argument

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