Graveen wrote:If you can't see the problem, then this is the problem
Graveen wrote:If you can't see the problem, then this is the problem
Graveen wrote:If you can't see the problem, then this is the problem
/stuck afaik was working about a year ago
Graveen wrote:If you can't see the problem, then this is the problem
i was wrong:actually...after reviewing code :
remove the property "Stuck" from GamePlayer, as it became useless by your fix
i think some time ago the plan was:
to set stuck flag on gameplayer
logging him out
in loginhandler stuck flag should be then handled
(last step is missing)
i prefer your way of handling it all in the stuck handler
if someone thinks "why log out at all?" the logout is required anyway because of abuse if you effectively make this a jump command
if (m_stuckFlag)
{
lock (m_lastUniqueLocations)
{
GameLocation loc = m_lastUniqueLocations[m_lastUniqueLocations.Length - 1];
m_dbCharacter.Xpos = loc.X;
m_dbCharacter.Ypos = loc.Y;
m_dbCharacter.Zpos = loc.Z;
m_dbCharacter.Region = loc.RegionID;
m_dbCharacter.Direction = loc.Heading;
}
}
Graveen wrote:If you can't see the problem, then this is the problem
Graveen wrote:If you can't see the problem, then this is the problem
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