Giacomo Pozzoni
Giacomo Pozzoni
ObjectAccessor::GetUnit() is fine, it already does what the FindUnit() one you have in mind to implement. It's thread-safe enough in our context so it's all fine. About the other event,...
does this PR improve some cases while still leaving some cases out ? or does it cause new issues ? if it improves some cases, then it's ok to keep...
@Jildor did you have any feedback about this ?
@r4d1sh what is the status of this PR ?
shouldn't it be > The winds speak to my people onCe again instead of > The winds speak to my people one again ?
did you learn these auras using a Trainer NPC or through ArcEmu commands?
MapMgr::ChangeObjectLocation(Object\* obj) has a if(obj->IsPlayer()) check before calling UpdateCellActivity(cellX, cellY, 2) that will spawn the Creatures/GameObjects. In our case, obj is the Eye of Kilrogg summon which clearly is not...
--- [22:16][Arcemu]InstanceMgr: Creating saved instance 96 (Blackrock Depths) [22:16][Arcemu]MapMgr::UpdateCellActivity Cell [246,257] on map 230 (instance 96) is now active. [22:16][Arcemu]Terrain: Loading maps/2303032.map [22:20][Arcemu]Terrain: maps/2303032.map does not exist [22:20][Arcemu]MapMgr::UpdateCellActivity Loading objects...
pressing "M" is a client side thing, we are talking about a server side issue.
The map is divided in MapCells which are activated/deactivated when a player enters them. What you are asking is to move every npc in the game even if there are...