Genel Araştırma
'patlama' etiketi için arama sonuçları.
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30 35 dk falan sürünce. saniye saniye GameServer patlıyor neden kaynaklıyor.. void CAISocket::RecvNpcAttack(Packet & pkt) { CNpc * pAttacker; Unit * pTarget; uint16 sAttackerID, sTargetID; int16 sDamage; uint8 bResult = ATTACK_FAIL; pkt >> sAttackerID >> sTargetID; pAttacker = g_pMain->GetNpcPtr(sAttackerID); pTarget = g_pMain->GetUnitPtr(sTargetID); if (pAttacker == nullptr || pAttacker->isPlayer() || pTarget == nullptr || pAttacker->isDead() || pTarget->isDead() || TO_USER(pTarget)->isTransformed() || (TO_USER(pTarget)->isTransformed() && TO_NPC(pAttacker)->GetDamage(TO_USER(pTarget)) != 1)) return; if (pAttacker->GetEventRoom() != pTarget->GetEventRoom()) return; // TODO: Wrap this up into its own virtual method sDamage = pAttacker->GetDamage(pTarget); if (sDamage > 0) { pTarget->HpChange(-(sDamage), pAttacker); if (pTarget->isDead()) bResult = ATTACK_TARGET_DEAD; else bResult = ATTACK_SUCCESS; // Every hit takes a little of the defender's armour durability. if (pTarget->isPlayer()) TO_USER(pTarget)->ItemWoreOut(DEFENCE, sDamage); } Packet result(WIZ_ATTACK, uint8(LONG_ATTACK)); result << bResult << sAttackerID << sTargetID; pAttacker->SendToRegion(&result); }
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