Quartzi

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@vis2k I guess one can do that yea... in reality I guess we are just doing one extra call to save an early ``GetComponent`` I'll look into that when I...

@vis2k I made some adjustments. All the GameObject Spawns now use the NetworkIdentity ``SpawnObject`` method I also added extra checks for the GameObject related methods to return the object name...

I hope this is okay. Got very confused midway. o.o Should be up to date with the latest master branch.

> In ScriptMgr in line 314 is already a method `bool OnPlayerReputationChange(Player* player, uint32 factionID, int32& standing, bool incremental);` > > Is this good enough? Thank you for pointing that...

> should `RepuationSource` be a enum or a real class, which contains additional information? For example the unit killed by the player? Fortunately, `ReputationSource` is already defined as an enum...

You bring up a valid point regarding the placement of `ReputationSource`. However, I’d like to mention that as you know `ReputationSource` is already defined in `Player.h`, and the two functions...

But the functions `Player::RewardReputation(Unit* victim)` and `Player::RewardReputation(Quest const* quest)` literally specify the source. Unit and Quest. right? The only source not available would be spell. You could theoretically figure out...

> It does not break projects, it won't do anything to previous or current users that do not intentionally try to change sendIntervalMultiplier during runtime. I agree to this too....

Why is `NetworkTime` the class that is tracking the count of `NetworkTransforms`? Is it the only static class we have available at this time? I personally do not see a...