| Commit message (Collapse) | Author | Age |
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I misread the original initial values for `RefreshX` and `RefreshY`
from the binary which caused the behavior, and a confused comment from
me. Thanks to Gustinos from OTLand for catching that.
I actualy done a small back of the envelope calculation and it seems
that, using a config similar to the one from the leaked files, it would
have taken ~100 hours for it to start refreshing sectors, meaning this
feature has NEVER actually been tested. I'd expect unexpected bugs to
emerge from this change.
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Before checking if players are in the same party, we need to
check if they're in any party at all. I made a small wrapper
`TPlayer::InPartyWith` to help prevent this mistake again.
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- Make uint32 -> Object conversion explicit. This can be more
verbose but will get a lot of small mistakes, especially with
function overloads.
- Fix problem with the path finder not including the last step
when `MustReach` was false.
- Fix problem with NPC conditions.
- Fix problem with monster homes continuously spawning monsters.
- Fix problem with creating the standard inventory.
- Fix problem with creature timers (IMPORTANT).
- Fix problem with `ThrowPossible` (IMPORTANT).
- Fix problem with rune casting.
- Fix problem with executing moveuse events.
- Fix problem with `MoveRel` and `WriteName` moveuse actions.
- Fix problem with eating food deleting the whole stack.
- Many other bug-fixes and improvements.
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With an appropriate query manager, the server now starts up and
seems to work but won't properly handle connections until we fix
the problem with threads and signals described in `TODO.md`.
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I had focused on copying the `vector` fields for theses structs
but, being the copy operator, you need to copy everything over.
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