Scorpious2k
01-06-2004, 02:16 AM
I haven't heard of any problems related to dropped objects, but I found this interesting:
// Loading object from client dropping item on ground
Object::Object(Client* client, const ItemInst* inst)
{
// Invoke base class
Entity::Entity();
// Initialize members
m_id = 0;
m_inst = (inst) ? inst->Clone() : NULL;
m_type = OT_DROPPEDITEM;
m_icon = 0;
m_inuse = false;
m_ground_spawn = false;
// Set as much struct data as we can
memset(&m_data, 0, sizeof(Object_Struct));
m_data.heading = client->GetHeading();
m_data.y = client->GetX();
m_data.x = client->GetY();
m_data.z = client->GetZ();
m_data.zone_id = zone->GetZoneID();
Notice the values assigned to m_data.x and m_data.y
// Loading object from client dropping item on ground
Object::Object(Client* client, const ItemInst* inst)
{
// Invoke base class
Entity::Entity();
// Initialize members
m_id = 0;
m_inst = (inst) ? inst->Clone() : NULL;
m_type = OT_DROPPEDITEM;
m_icon = 0;
m_inuse = false;
m_ground_spawn = false;
// Set as much struct data as we can
memset(&m_data, 0, sizeof(Object_Struct));
m_data.heading = client->GetHeading();
m_data.y = client->GetX();
m_data.x = client->GetY();
m_data.z = client->GetZ();
m_data.zone_id = zone->GetZoneID();
Notice the values assigned to m_data.x and m_data.y