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Get rid of monster movement flags, since it's really spline flags.
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Thanks to Ralek for research.
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tomrus88 committed Feb 7, 2010
1 parent 77faf1f commit 986e5b7
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Showing 20 changed files with 206 additions and 182 deletions.
4 changes: 2 additions & 2 deletions src/game/ConfusedMovementGenerator.cpp
Expand Up @@ -71,7 +71,7 @@ template<>
void
ConfusedMovementGenerator<Creature>::_InitSpecific(Creature &creature, bool &is_water_ok, bool &is_land_ok)
{
creature.RemoveMonsterMoveFlag(MONSTER_MOVE_WALK);
creature.RemoveSplineFlag(SPLINEFLAG_WALKMODE);

is_water_ok = creature.canSwim();
is_land_ok = creature.canWalk();
Expand Down Expand Up @@ -158,7 +158,7 @@ template<>
void ConfusedMovementGenerator<Creature>::Finalize(Creature &unit)
{
unit.clearUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
unit.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
unit.AddSplineFlag(SPLINEFLAG_WALKMODE);
}

template void ConfusedMovementGenerator<Player>::Initialize(Player &player);
Expand Down
12 changes: 6 additions & 6 deletions src/game/Creature.cpp
Expand Up @@ -119,7 +119,7 @@ m_deathTimer(0), m_respawnTime(0), m_respawnDelay(25), m_corpseDelay(60), m_resp
m_subtype(subtype), m_defaultMovementType(IDLE_MOTION_TYPE), m_DBTableGuid(0), m_equipmentId(0),
m_AlreadyCallAssistance(false), m_AlreadySearchedAssistance(false),
m_regenHealth(true), m_AI_locked(false), m_isDeadByDefault(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL),
m_creatureInfo(NULL), m_isActiveObject(false), m_monsterMoveFlags(MONSTER_MOVE_WALK)
m_creatureInfo(NULL), m_isActiveObject(false), m_splineFlags(SPLINEFLAG_WALKMODE)
{
m_regenTimer = 200;
m_valuesCount = UNIT_END;
Expand All @@ -131,7 +131,7 @@ m_creatureInfo(NULL), m_isActiveObject(false), m_monsterMoveFlags(MONSTER_MOVE_W
m_CreatureCategoryCooldowns.clear();
m_GlobalCooldown = 0;

m_monsterMoveFlags = MONSTER_MOVE_WALK;
m_splineFlags = SPLINEFLAG_WALKMODE;
}

Creature::~Creature()
Expand Down Expand Up @@ -749,7 +749,7 @@ bool Creature::isCanTrainingAndResetTalentsOf(Player* pPlayer) const
&& pPlayer->getClass() == GetCreatureInfo()->trainer_class;
}

void Creature::AI_SendMoveToPacket(float x, float y, float z, uint32 time, MonsterMovementFlags flags, uint8 type)
void Creature::AI_SendMoveToPacket(float x, float y, float z, uint32 time, SplineFlags flags, uint8 type)
{
/* uint32 timeElap = getMSTime();
if ((timeElap - m_startMove) < m_moveTime)
Expand Down Expand Up @@ -1257,7 +1257,7 @@ void Creature::setDeathState(DeathState s)
CreatureInfo const *cinfo = GetCreatureInfo();
SetUInt32Value(UNIT_DYNAMIC_FLAGS, 0);
RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
AddMonsterMoveFlag(MONSTER_MOVE_WALK);
AddSplineFlag(SPLINEFLAG_WALKMODE);
SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag);
Unit::setDeathState(ALIVE);
clearUnitState(UNIT_STAT_ALL_STATE);
Expand Down Expand Up @@ -1692,7 +1692,7 @@ bool Creature::LoadCreaturesAddon(bool reload)
SetUInt32Value(UNIT_NPC_EMOTESTATE, cainfo->emote);

if (cainfo->move_flags != 0)
SetMonsterMoveFlags(MonsterMovementFlags(cainfo->move_flags));
SetSplineFlags(SplineFlags(cainfo->move_flags));

if(cainfo->auras)
{
Expand Down Expand Up @@ -2058,7 +2058,7 @@ void Creature::SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transi
}
}
//float orientation = (float)atan2((double)dy, (double)dx);
SendMonsterMove(x, y, z, 0, GetMonsterMoveFlags(), transitTime, player);
SendMonsterMove(x, y, z, 0, GetSplineFlags(), transitTime, player);
}

void Creature::SendAreaSpiritHealerQueryOpcode(Player *pl)
Expand Down
36 changes: 18 additions & 18 deletions src/game/Creature.h
Expand Up @@ -438,39 +438,39 @@ class MANGOS_DLL_SPEC Creature : public Unit

bool AIM_Initialize();

void AI_SendMoveToPacket(float x, float y, float z, uint32 time, MonsterMovementFlags MovementFlags, uint8 type);
void AI_SendMoveToPacket(float x, float y, float z, uint32 time, SplineFlags MovementFlags, uint8 type);
CreatureAI* AI() { return i_AI; }

void AddMonsterMoveFlag(MonsterMovementFlags f)
void AddSplineFlag(SplineFlags f)
{
bool need_walk_sync = (f & MONSTER_MOVE_WALK) != (m_monsterMoveFlags & MONSTER_MOVE_WALK);
m_monsterMoveFlags = MonsterMovementFlags(m_monsterMoveFlags | f);
bool need_walk_sync = (f & SPLINEFLAG_WALKMODE) != (m_splineFlags & SPLINEFLAG_WALKMODE);
m_splineFlags = SplineFlags(m_splineFlags | f);
if (need_walk_sync)
UpdateWalkMode(this,false);
UpdateWalkMode(this, false);
}
void RemoveMonsterMoveFlag(MonsterMovementFlags f)
void RemoveSplineFlag(SplineFlags f)
{
bool need_walk_sync = (f & MONSTER_MOVE_WALK) != (m_monsterMoveFlags & MONSTER_MOVE_WALK);
m_monsterMoveFlags = MonsterMovementFlags(m_monsterMoveFlags & ~f);
bool need_walk_sync = (f & SPLINEFLAG_WALKMODE) != (m_splineFlags & SPLINEFLAG_WALKMODE);
m_splineFlags = SplineFlags(m_splineFlags & ~f);
if (need_walk_sync)
UpdateWalkMode(this,false);
UpdateWalkMode(this, false);
}
bool HasMonsterMoveFlag(MonsterMovementFlags f) const { return m_monsterMoveFlags & f; }
MonsterMovementFlags GetMonsterMoveFlags() const { return m_monsterMoveFlags; }
void SetMonsterMoveFlags(MonsterMovementFlags f)
bool HasSplineFlag(SplineFlags f) const { return m_splineFlags & f; }
SplineFlags GetSplineFlags() const { return m_splineFlags; }
void SetSplineFlags(SplineFlags f)
{
bool need_walk_sync = (f & MONSTER_MOVE_WALK) != (m_monsterMoveFlags & MONSTER_MOVE_WALK);
m_monsterMoveFlags = f; // need set before
bool need_walk_sync = (f & SPLINEFLAG_WALKMODE) != (m_splineFlags & SPLINEFLAG_WALKMODE);
m_splineFlags = f; // need set before
if (need_walk_sync)
UpdateWalkMode(this,false);
UpdateWalkMode(this, false);
}

void SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime = 0, Player* player = NULL);
void SendMonsterMoveWithSpeedToCurrentDestination(Player* player = NULL);

uint32 GetShieldBlockValue() const //dunno mob block value
{
return (getLevel()/2 + uint32(GetStat(STAT_STRENGTH)/20));
return (getLevel() / 2 + uint32(GetStat(STAT_STRENGTH) / 20));
}

SpellSchoolMask GetMeleeDamageSchoolMask() const { return m_meleeDamageSchoolMask; }
Expand All @@ -484,7 +484,7 @@ class MANGOS_DLL_SPEC Creature : public Unit

bool HasSpell(uint32 spellID) const;

bool UpdateEntry(uint32 entry, uint32 team=ALLIANCE, const CreatureData* data=NULL);
bool UpdateEntry(uint32 entry, uint32 team = ALLIANCE, const CreatureData* data = NULL);
bool UpdateStats(Stats stat);
bool UpdateAllStats();
void UpdateResistances(uint32 school);
Expand Down Expand Up @@ -670,7 +670,7 @@ class MANGOS_DLL_SPEC Creature : public Unit
GridReference<Creature> m_gridRef;
CreatureInfo const* m_creatureInfo; // in difficulty mode > 0 can different from ObjMgr::GetCreatureTemplate(GetEntry())
bool m_isActiveObject;
MonsterMovementFlags m_monsterMoveFlags;
SplineFlags m_splineFlags;
};

class AssistDelayEvent : public BasicEvent
Expand Down
4 changes: 2 additions & 2 deletions src/game/FleeingMovementGenerator.cpp
Expand Up @@ -310,7 +310,7 @@ template<>
void
FleeingMovementGenerator<Creature>::_Init(Creature &owner)
{
owner.RemoveMonsterMoveFlag(MONSTER_MOVE_WALK);
owner.RemoveSplineFlag(SPLINEFLAG_WALKMODE);
owner.SetTargetGUID(0);
is_water_ok = owner.canSwim();
is_land_ok = owner.canWalk();
Expand All @@ -333,7 +333,7 @@ void FleeingMovementGenerator<Player>::Finalize(Player &owner)
template<>
void FleeingMovementGenerator<Creature>::Finalize(Creature &owner)
{
owner.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
owner.AddSplineFlag(SPLINEFLAG_WALKMODE);
owner.clearUnitState(UNIT_STAT_FLEEING|UNIT_STAT_FLEEING_MOVE);
}

Expand Down
4 changes: 2 additions & 2 deletions src/game/HomeMovementGenerator.cpp
Expand Up @@ -27,7 +27,7 @@
void
HomeMovementGenerator<Creature>::Initialize(Creature & owner)
{
owner.RemoveMonsterMoveFlag(MONSTER_MOVE_WALK);
owner.RemoveSplineFlag(SPLINEFLAG_WALKMODE);
_setTargetLocation(owner);
}

Expand Down Expand Up @@ -63,7 +63,7 @@ HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32& time_diff

if (time_diff > i_travel_timer)
{
owner.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
owner.AddSplineFlag(SPLINEFLAG_WALKMODE);

// restore orientation of not moving creature at returning to home
if(owner.GetDefaultMovementType()==IDLE_MOTION_TYPE)
Expand Down
2 changes: 1 addition & 1 deletion src/game/Level3.cpp
Expand Up @@ -5897,7 +5897,7 @@ bool ChatHandler::HandleComeToMeCommand(const char *args)

uint32 newFlags = atoi(newFlagStr);

caster->SetMonsterMoveFlags(MonsterMovementFlags(newFlags));
caster->SetSplineFlags(SplineFlags(newFlags));

Player* pl = m_session->GetPlayer();

Expand Down
2 changes: 1 addition & 1 deletion src/game/MiscHandler.cpp
Expand Up @@ -267,7 +267,7 @@ void WorldSession::HandleLogoutRequestOpcode( WorldPacket & /*recv_data*/ )
if( GetPlayer()->isInCombat() || //...is in combat
GetPlayer()->duel || //...is in Duel
//...is jumping ...is falling
GetPlayer()->m_movementInfo.HasMovementFlag(MovementFlags(MOVEFLAG_JUMPING | MOVEFLAG_FALLING)))
GetPlayer()->m_movementInfo.HasMovementFlag(MovementFlags(MOVEFLAG_FALLING | MOVEFLAG_FALLINGFAR)))
{
WorldPacket data( SMSG_LOGOUT_RESPONSE, (2+4) ) ;
data << (uint8)0xC;
Expand Down
20 changes: 10 additions & 10 deletions src/game/Object.cpp
Expand Up @@ -276,7 +276,7 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const
if (!((Creature*)unit)->hasUnitState(UNIT_STAT_MOVING))
{
// (ok) possibly some "hover" mode
unit->m_movementInfo.AddMovementFlag(MOVEFLAG_FLY_UNK1);
unit->m_movementInfo.AddMovementFlag(MOVEFLAG_ROOT);
}
else
{
Expand All @@ -299,13 +299,13 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const
player->m_movementInfo.RemoveMovementFlag(MOVEFLAG_ONTRANSPORT);

// remove unknown, unused etc flags for now
player->m_movementInfo.RemoveMovementFlag(MOVEFLAG_SPLINE2);
player->m_movementInfo.RemoveMovementFlag(MOVEFLAG_SPLINE_ENABLED);

if(player->isInFlight())
{
ASSERT(player->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
player->m_movementInfo.AddMovementFlag(MOVEFLAG_FORWARD);
player->m_movementInfo.AddMovementFlag(MOVEFLAG_SPLINE2);
player->m_movementInfo.AddMovementFlag(MOVEFLAG_SPLINE_ENABLED);
}
}
break;
Expand All @@ -328,43 +328,43 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const
*data << float(unit->GetSpeed(MOVE_PITCH_RATE));

// 0x08000000
if(unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_SPLINE2)
if(unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_SPLINE_ENABLED)
{
if(GetTypeId() != TYPEID_PLAYER)
{
sLog.outDebug("_BuildMovementUpdate: MOVEFLAG_SPLINE2 for non-player");
sLog.outDebug("_BuildMovementUpdate: MOVEFLAG_SPLINE_ENABLED for non-player");
return;
}

Player *player = ((Player*)unit);

if(!player->isInFlight())
{
sLog.outDebug("_BuildMovementUpdate: MOVEFLAG_SPLINE2 but not in flight");
sLog.outDebug("_BuildMovementUpdate: MOVEFLAG_SPLINE_ENABLED but not in flight");
return;
}

ASSERT(player->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);

FlightPathMovementGenerator *fmg = (FlightPathMovementGenerator*)(player->GetMotionMaster()->top());

uint32 flags3 = MONSTER_MOVE_SPLINE_FLY;
uint32 flags3 = SPLINEFLAG_WALKMODE | SPLINEFLAG_FLYING;

*data << uint32(flags3); // splines flag?

if(flags3 & SPLINE_MOVE_FLAG_FACING) // may be orientation
if(flags3 & SPLINEFLAG_FINALFACING) // may be orientation
{
*data << float(0);
}
else
{
if(flags3 & SPLINE_MOVE_FLAG_GUID) // probably guid there
if(flags3 & SPLINEFLAG_FINALTARGET) // probably guid there
{
*data << uint64(0);
}
else
{
if(flags3 & SPLINE_MOVE_FLAG_POINT) // probably x,y,z coords there
if(flags3 & SPLINEFLAG_FINALPOINT) // probably x,y,z coords there
{
*data << float(0);
*data << float(0);
Expand Down
6 changes: 3 additions & 3 deletions src/game/ObjectMgr.cpp
Expand Up @@ -844,10 +844,10 @@ void ObjectMgr::LoadCreatureAddons(SQLStorage& creatureaddons, char const* entry
if (!sEmotesStore.LookupEntry(addon->emote))
sLog.outErrorDb("Creature (%s %u) have invalid emote (%u) defined in `%s`.", entryName, addon->guidOrEntry, addon->emote, creatureaddons.GetTableName());

if (addon->move_flags & (MONSTER_MOVE_UNK1|MONSTER_MOVE_UNK4))
if (addon->move_flags & (SPLINEFLAG_TRAJECTORY|SPLINEFLAG_UNKNOWN3))
{
sLog.outErrorDb("Creature (%s %u) movement flags mask defined in `%s` include forbidden flags (" I32FMT ") that can crash client, cleanup at load.", entryName, addon->guidOrEntry, creatureaddons.GetTableName(), (MONSTER_MOVE_UNK1|MONSTER_MOVE_UNK4));
const_cast<CreatureDataAddon*>(addon)->move_flags &= ~(MONSTER_MOVE_UNK1|MONSTER_MOVE_UNK4);
sLog.outErrorDb("Creature (%s %u) movement flags mask defined in `%s` include forbidden flags (" I32FMT ") that can crash client, cleanup at load.", entryName, addon->guidOrEntry, creatureaddons.GetTableName(), (SPLINEFLAG_TRAJECTORY|SPLINEFLAG_UNKNOWN3));
const_cast<CreatureDataAddon*>(addon)->move_flags &= ~(SPLINEFLAG_TRAJECTORY|SPLINEFLAG_UNKNOWN3);
}

ConvertCreatureAddonAuras(const_cast<CreatureDataAddon*>(addon), creatureaddons.GetTableName(), entryName);
Expand Down
4 changes: 2 additions & 2 deletions src/game/Player.cpp
Expand Up @@ -20219,8 +20219,8 @@ void Player::ExitVehicle(Vehicle *vehicle)
WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
data.append(GetPackGUID());
data << uint32(0); // counter?
data << uint32(MOVEFLAG_FLY_UNK1); // fly unk
data << uint16(0x40); // special flags
data << uint32(MOVEFLAG_ROOT); // fly unk
data << uint16(MOVEFLAG2_UNK4); // special flags
data << uint32(getMSTime()); // time
data << vehicle->GetPositionX(); // x
data << vehicle->GetPositionY(); // y
Expand Down
4 changes: 2 additions & 2 deletions src/game/PointMovementGenerator.cpp
Expand Up @@ -31,10 +31,10 @@ void PointMovementGenerator<T>::Initialize(T &unit)
unit.StopMoving();
unit.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
Traveller<T> traveller(unit);
i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z);
i_destinationHolder.SetDestination(traveller, i_x, i_y, i_z);

if (unit.GetTypeId() == TYPEID_UNIT && ((Creature*)&unit)->canFly())
((Creature&)unit).AddMonsterMoveFlag(MONSTER_MOVE_FLY);
((Creature&)unit).AddSplineFlag(SPLINEFLAG_UNKNOWN7);
}

template<class T>
Expand Down
14 changes: 7 additions & 7 deletions src/game/RandomMovementGenerator.cpp
Expand Up @@ -98,13 +98,13 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
if (is_air_ok)
{
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
}
//else if (is_water_ok) // Swimming mode to be done with more than this check
else
{
i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(), 10000+i_destinationHolder.GetTotalTravelTime()));
creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
creature.AddSplineFlag(SPLINEFLAG_WALKMODE);
}
}

Expand All @@ -115,9 +115,9 @@ void RandomMovementGenerator<Creature>::Initialize(Creature &creature)
return;

if (creature.canFly())
creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
else
creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
creature.AddSplineFlag(SPLINEFLAG_WALKMODE);

creature.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
_setRandomLocation(creature);
Expand Down Expand Up @@ -168,15 +168,15 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
if (i_nextMoveTime.Passed())
{
if (creature.canFly())
creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
else
creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
creature.AddSplineFlag(SPLINEFLAG_WALKMODE);

_setRandomLocation(creature);
}
else if (creature.isPet() && creature.GetOwner() && !creature.IsWithinDist(creature.GetOwner(), PET_FOLLOW_DIST+2.5f))
{
creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
creature.AddSplineFlag(SPLINEFLAG_WALKMODE);
_setRandomLocation(creature);
}
}
Expand Down
6 changes: 3 additions & 3 deletions src/game/Spell.cpp
Expand Up @@ -2890,7 +2890,7 @@ void Spell::update(uint32 difftime)
// check if the player caster has moved before the spell finished
if ((m_caster->GetTypeId() == TYPEID_PLAYER && m_timer != 0) &&
(m_castPositionX != m_caster->GetPositionX() || m_castPositionY != m_caster->GetPositionY() || m_castPositionZ != m_caster->GetPositionZ()) &&
(m_spellInfo->Effect[0] != SPELL_EFFECT_STUCK || !((Player*)m_caster)->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLING)))
(m_spellInfo->Effect[0] != SPELL_EFFECT_STUCK || !((Player*)m_caster)->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLINGFAR)))
{
// always cancel for channeled spells
if( m_spellState == SPELL_STATE_CASTING )
Expand Down Expand Up @@ -2922,7 +2922,7 @@ void Spell::update(uint32 difftime)
if( m_caster->GetTypeId() == TYPEID_PLAYER )
{
// check if player has jumped before the channeling finished
if(((Player*)m_caster)->m_movementInfo.HasMovementFlag(MOVEFLAG_JUMPING))
if(((Player*)m_caster)->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLING))
cancel();

// check for incapacitating player states
Expand Down Expand Up @@ -4026,7 +4026,7 @@ SpellCastResult Spell::CheckCast(bool strict)
if( m_caster->GetTypeId() == TYPEID_PLAYER && ((Player*)m_caster)->isMoving() )
{
// skip stuck spell to allow use it in falling case and apply spell limitations at movement
if( (!((Player*)m_caster)->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLING) || m_spellInfo->Effect[0] != SPELL_EFFECT_STUCK) &&
if( (!((Player*)m_caster)->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLINGFAR) || m_spellInfo->Effect[0] != SPELL_EFFECT_STUCK) &&
(IsAutoRepeat() || (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) != 0) )
return SPELL_FAILED_MOVING;
}
Expand Down
2 changes: 1 addition & 1 deletion src/game/SpellAuras.cpp
Expand Up @@ -3618,7 +3618,7 @@ void Aura::HandleModPossessPet(bool apply, bool Real)
{
pet->AttackStop();
pet->GetMotionMaster()->MoveFollow(caster, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
pet->AddMonsterMoveFlag(MONSTER_MOVE_WALK);
pet->AddSplineFlag(SPLINEFLAG_WALKMODE);
}
}

Expand Down

18 comments on commit 986e5b7

@3raZar3
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@3raZar3 3raZar3 commented on 986e5b7 Feb 7, 2010

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shame to the community? hmm what are you supplying to the community may i ask hmm?

and not to worry its been fixed... well not in mangos anyway smirks

@3raZar3
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@3raZar3 3raZar3 commented on 986e5b7 Feb 7, 2010

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besides its ALSO open for comments... I dont see what is so difficult about test-compiling your repo before you commit it.. if you think its perfectly okay to push broken repos remind me not to pull from you ...

@tomrus88
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3raZar3, shut up. There's no compile errors on clean mangos with this commit. And I don't care about forks/custom patches that pulling from our branch without even providing info about commit authors.

@Stabatha
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3raZar3 Really just GTFO.. Tom is by far one of the very best programmers in our scene. I also just tested this build and it compiled fine. Learn2CleanCompile scrub.

@Stabatha
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It must be an issue in YOUR coding as a clean of this revision compiles just fine.

@3raZar3
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@3raZar3 3raZar3 commented on 986e5b7 Feb 7, 2010

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As I mentioned earlier I am not worried about it... evo fixed the flaw in a later commit ... but i suppose mangos will say they stole that as well..

@luisalvarado
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@everyone - (Evo guy) - just forget about him. Obviously this dude likes to spam mangos git comment places, criticize work that, for what i have seen, for the love of god, Tomrus has made some very hard work over many months, not week or days, months.

@evo Dude - I know what is happening to you. You have never seen Mangos catch up so quickly to the original version. So you are a little bit jealous about Mangos, so what. Dont worry about it, soon Mangos will be in Cataclysm before Cataclysm even hits the original. I mean i got a Worgen Mage right now. And that was in Mangos a long time ago.

@vladimir / theluda - Is there like a parental control thing for git? I dont mind deleting this post but for this dude come on. Since 3.3.2 he has been on mangos like a dog on meat.

tomrus you rock, same for Vladimir and the devs that have work AND WE ALL KNOW THE WORK. Mangos FTW!

@luisalvarado
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@devs - After some quick search i found the famous "EVO X CORE SUPER MUTANT NINJA TURTLE POWER RANGER" code..

http://github.com/beleko/evo-X-Core/commit/2ea6a599823ef980f35ca1467fe5ba10fc49b33b

Check out those excellent comments. Umm i dont know about you guys but it smells like they are actuallt grabbing code from Mangos....ummm..weird...i swear the Evo Dude just said that mangos was getting info from them....well i "must" be confuse.

@3raZar3
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@3raZar3 3raZar3 commented on 986e5b7 Feb 7, 2010

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idk where you get YOUR logic cyrex, but i have been building since 2.4.3 was all there was to build.. so where do you get off saying I only came in since 3.3.2?

you ARE confused.. i openly stated that evo is getting its code from mangos.... vlad knows this as well we have a running convo concerning evo's changing commit statements.. I dont have control ver that and I have also openly stated in thier forums that they should be giving credit where credit is due.. so why not get your story sdtraight CYREX

@3raZar3
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@3raZar3 3raZar3 commented on 986e5b7 Feb 7, 2010

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as for catching up quickly.. no i havent seen them do that... 3.3.0a and 332 ARE the fastest they ever pushed..

cyrex.. i understand whats the matter, you cant read thats it isnt it? everytime you comment anything I write, you rarely even comment it correctly...

@luisalvarado
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                          ^
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From the makers of WTF???

@3raZar3
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@3raZar3 3raZar3 commented on 986e5b7 Feb 7, 2010

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w/e I am done commenting... cyrex.. answer me this... if u are such a PRO-Mangos person.. why did you abandon it to go to trinity (much less why did you come back)

dont bother answering I am unwatching mangos repos...

@luisalvarado
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lol. Just to clarify you and another friend that also checks this out. Since i do not know how you both think i went to trinity.

I was the last of the SDB devs when it was working, after merging with udb i stay with UDB until some 2 months ago when i moved to YTDB. In all that time i have never ever moved away from Mangos. I like and have always liked the way mangos works on coding and how they first try to fix and correct problems before adding new features. Also the coding standars are very good and i have a very high respect for people liek Vladimir, TomRus, NoFantasy and similar people that work on this day by day. Now, this is the second time you mistake me again, and for somebody else since the first time you mention i was working on some mangchat thing. My only php work was a duper finder and some work on minimanager.

Sup Bruno, Mike and Italo! ;)

@3raZar3
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@3raZar3 3raZar3 commented on 986e5b7 Feb 7, 2010

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well I shall have to recant on no more posts... if you arent the cyrex I thought you were well... I have no interest whatsoever as to your concerns or interests =p

i have however removed all my mangos repos and un-watched this repo.. as well as sent a personal apology to tom_rus for how badly this damn thread got out of hand.. I am dropping this arguement.. I'd suggest you do the same.

@Tasssadar
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I would be glad to write my name, if you use my scripts in your repo.... http://github.com/beleko/evo-X-Core/commit/e87f9ab7b5d1c377f03d61f257675494954db176

@3raZar3
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@3raZar3 3raZar3 commented on 986e5b7 Feb 8, 2010

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Tasssadar... beleko's repo is not my repo... thank cyrex for trying to get everyone to believe that I own evo...

and you are mentioned in my forums (quite often actually) as I like the valhalla-project (although last i knew your sd2 project stilldoesnt compile under windows)
...and not to stir anyone up, but if you are that concerned about what beleko is doing has anyone considered mentioning his abuse inside his git commits?

I will tell u this much if it helps.. beleko = salja

@Tasssadar
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Ok, I am deeply sorry, my post should be deleted, no matter if its your repo or not :( I am was just angry when I saw that :(

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@3raZar3 3raZar3 commented on 986e5b7 Feb 8, 2010

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and just for the record while i believe that people SHOULD get credit out of a matter of respect, I read through the entire license ( found here : http://www.gnu.org/licenses/gpl-2.0.html )

there is absolutely no statement whatsoever that evo-x is required to show individual submissions as being written by anyone.. in fact under the terms of the rights to modify, simplly re-using the same data completely unchanged in content but pushed on a later date is an act of modification and thus the submitter has the right to note that submission as thier own modification.

in short, mangos has no LEGAL right to complain

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