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Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-03-10 23:17:27 -04:00
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3c0c41222e
Exe updates
2020-03-10 23:17:22 -04:00
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396c8ff409
First change to allow us to set commands on widgets
2020-03-10 23:17:15 -04:00
Gogs
00ecf4b6c2
Fixes for Linix builds
2020-03-10 18:46:40 -07:00
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11d31aee5d
Exe Updates
2020-03-10 11:34:20 -04:00
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ed7d7f73ae
more sql_updates.sql table filters
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removed character_ tables, variables, char_colors, guild_ and bugs
2020-03-10 11:34:10 -04:00
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29cad00a8a
Exe Updates
2020-03-10 11:19:25 -04:00
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d9c52bbf64
sql_updates.sql updated to put semi colon at end of query
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Added semi colon to end of query to make it easy to source in to other DB's
2020-03-10 11:19:17 -04:00
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Exe Updates
2020-03-10 09:13:04 -04:00
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sub commands /loot list [add/remove/clearall]
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Fixes #28
/loot list add loottable_id
/loot list remove loottable_id
/loot list clearall
auto reloads loot, purges previous loot and re-assigns loot to selected spawn.
If you have multiple of the same spawn, then /repop the zone and it will repopulate after one is updated.
2020-03-10 09:12:56 -04:00
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client.cpp linux fix
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boolean->bool
2020-03-10 00:06:00 -04:00
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Exe Updates!
2020-03-10 00:04:11 -04:00
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7802f527d3
on openheading / closeheading forgot to set includeheading true
2020-03-09 23:55:40 -04:00
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Exe Updates!
2020-03-09 23:20:19 -04:00
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spawn move openheading and closeheading
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Added support for /spawn move openheading and /spawn move closeheading -- this works on widgets only. You can set the heading without worrying about the x,y,z position, will auto update and new headings will be used.
include_heading is also updated in the DB to 1.
Fixes #32 .
2020-03-09 23:20:12 -04:00
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Exe Updates!
2020-03-09 18:52:48 -04:00
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LUA Functions do not call with MSpawnList locked? (hopefully not)
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This is a tough situation here, question is if Combat code can somehow call LUA and lua calls back to KillSpawn, so this might go both ways...
Entity::DamageSpawn
GetZone()->CallSpawnScript(victim, SPAWN_SCRIPT_HEALTHCHANGED, this);
This could if calling KillSpawn on that script action cause a deadlock
2020-03-09 18:51:58 -04:00
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merge eq2emu r2870 r2869
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merge ClaimWindow fix (unknown3 data)
2020-03-09 18:03:44 -04:00
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Exe Updates!
2020-03-09 17:39:14 -04:00
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0be40a6d3e
LUA Interface was incorrectly managing running scripts
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Fixes #35 - memory leak and performance/stability fix (avoids constant loading of scripts over and over)
2020-03-09 17:39:09 -04:00
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009a8c6984
Exe Updates
2020-03-09 10:55:03 -04:00
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08e929ddda
reintroduced spawn_list.erase, had removed when testing deadlock issues
2020-03-09 10:41:50 -04:00
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f80a38d093
Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-03-09 09:10:48 -04:00
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847b8c6ac8
Additional zoneserver.cpp update for new RemoveSpawn code
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Fixed a memory leak
2020-03-09 09:10:44 -04:00
Gogs
7dafc584d2
fix for linux build
2020-03-09 01:00:48 -07:00
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Exe Updates!
2020-03-08 21:20:34 -04:00
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285a8aa591
additional deadlock changes
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Continued changes for deadlock issue. Fixes #31 .
2020-03-08 21:20:20 -04:00
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9893832bd3
Update EQ2Login__Debug.exe
2020-03-08 21:00:02 -04:00
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466ccebe36
turning force of soga models off
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Now that issue #31 is resolved, we can turn soga models off since we know its unrelated
2020-03-08 20:59:57 -04:00
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270771ef2c
Exe Updates
2020-03-08 20:43:06 -04:00
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bd2658946f
Resolve Deadlock in MSpawnList against CombatProcess, barebones of disarm trap
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Resolved deadlock in CombatProcess (dead_spawns). Fixes #31 .
Added base for issue #24
2020-03-08 20:42:54 -04:00
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Easier tracking of bad packet structures
2020-03-08 20:40:26 -04:00
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43115db28e
exe revert due to soga conflict on level increase (locks up client)
2020-03-08 01:48:18 -05:00
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57d12cf795
revert soga change, causes lockup if increased level
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exe to follow
2020-03-08 01:48:00 -05:00
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1e168f0983
Update world_db.zip
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world db updated to latest
2020-03-08 00:01:16 -05:00
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5caedf4d8c
Update README.md
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fixed requirement for note to not be null
2020-03-07 23:37:05 -05:00
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101d673a11
Exe Update for LS
2020-03-07 22:20:04 -05:00
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3ef040383a
disabled force of soga models on LS reply
2020-03-07 22:19:56 -05:00
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252f4a87a4
Exe Updates
2020-03-07 17:28:43 -05:00
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3195a78e82
self damage possible
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Change in lua spell damage to make self damage possible (allows /castspell to function correctly)
2020-03-07 17:27:59 -05:00
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d06d3fd0e3
itemsearch updates
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allows itemsearch to show item ids
2020-03-07 14:23:51 -05:00
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a3834b5570
Update Commands.cpp
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unnecessary code, took a different route
2020-03-07 08:39:02 -05:00
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e18194d7d2
itemsearch updated
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Fixed #26 - /itemsearch (broker search) now displays item id in paranthesis name (id)
https://cdn.discordapp.com/attachments/603677936582918189/685839069061971983/unknown.png
2020-03-07 08:20:38 -05:00
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forgot a break on castspell
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needs a break or else we start autoattacking! oops
2020-03-07 00:18:01 -05:00
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Exe Updates
2020-03-07 00:13:26 -05:00
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castspell command
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Fixes #25
/castspell [spellid] (tier=1) - Cast Spell with specified spell id, tier is optional, default of 1.
/castspell [spellname] - Find spells wildcard match with a partial spell name
cannot damage self with current setup.
sql query required: insert into commands set type=0,command='castspell',subcommand='',handler=509,required_status=200;
2020-03-07 00:13:14 -05:00
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Exe Updates
2020-03-06 20:32:56 -05:00
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Added Open command to allow special doors to open
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new command: insert into commands set type=0,command='Open',subcommand='',handler=508,required_status=0;
2020-03-06 20:32:43 -05:00
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Exe Updates!
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Exe Updates...!
2020-03-06 18:33:27 -05:00
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SpellProcess/Commands target rewrite
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- Added GENERIC doors to be opened after use timer expires (CastProcess)
- CastProcess now tracks a target by the int32 spawn id instead of relying on the static target. For example trying to double click on a door that has a use action, this would lose target and the door would fail to open. Fixes #23 .
2020-03-06 18:33:12 -05:00