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21-06-10, 08:46 AM #11
Mangos 10076 - 10091
Code:Fixed crash at remove from world pet under SPELL_AURA_MOD_POSSESS_PET * Prevent crash at camera list update at attempt increment end() iterator. * Properly do unapply SPELL_AURA_MOD_POSSESS_PET (GetPet() can return NULL at call, and not need checked) * Propertly call unapply at delete auras cases for auras that set player-caster mover pointer. Add delayed far teleports for opcode handlers Some opcode handlers have many code with possible deep calling far teleports by some reason (death, quest script, etc). This can be triggering unexpected lost Map context and crashs result. Note: player login opcode still have disbled delayed teleports (old way work) just becase Player object created in it and not have flag set. Calling point look not 100% safe but at this commit this way not chnages for while. Use const referecne to opcode handle. Don't allow cancel passive spells Fixed ghost teleport and cleanup code. Use ACE config library instead dotconfpp NOTE: all config versions update because in old state it's not compatible with new way loading. Look for *.conf.dist.in chnages in commit for update configs. Drop now unused dotconfpp lib code. Made some Spell.h dependences more explicit. Resync. opcode names in Opcodes.cpp/.h Allow loot roll value 100 Implement use .go command with shiftlinks or player name. * Now if for .go command provided no X Y Z args command will not teleport player to nowhere. * Instead command allow used with player name and work as simplifed .goname (teleport to player _point_ in user instance binding, not to player instance) * Also command can be used with diferent point coordinates provided shift-links: - player (result for example .lookup player account) - creature (result .list creature command) - gameobject (result .list object command) - tele (result .lookup tele) - taxinode (result .lookup taxinode) Move table in more expected mangos.sql part Restore work of 1120 and ranks. (Revert of [9962]) Change in event system work with pool system. * `game_event_pool` dropped and related in momory data generated based by another pool tables content. * Pool work with spawed at event and despawned at event object now different. - If object listed in `game_event_*` as spawned at event start and it's part of some pool then all other pool object must be listed as spawned with this event start, and more, if pool has mother pool, then all mother pool members must have objects spawned at this event start. More short: all object of some top (not have mother pool) mitbe or listed for some event start spawn, or not listed for any event start spawn. - If object listed in `game_event_*` as DEspawned at event start and it's part of some pool then nothing special required for other pool objects. Event systemwil command to pool system exclude for spawning and despawn referenced object until event end. * Many checks has been added at event/pool data loading. * Changes fix crashes related to event/pool common work. Thanks to NoFantasy for help in research original problems and ways for improve code. Really output log level at ".server log level" command. Use ACE for command line options parse. Note: "--service run" renamed to "-s run" in consistence with other serrvice options.
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