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  #1  
Old 07-22-2011, 12:32 AM
ItchybottomX
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Join Date: Jul 2011
Posts: 7
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If someone has a live account, I suggest looking into OP_ClickDoor for a better fix.

Code:
struct ClickDoor_Struct {
/*000*/	int8	doorid;
/*001*/	int8	unknown001;		// This may be some type of action setting
/*002*/	int8	unknown002;		// This is sometimes set after a lever is closed
/*003*/	int8	unknown003;		// Seen 0
/*004*/	int8	picklockskill;
/*005*/	int8	unknown005[3];
/*008*/ int32	item_id;
/*012*/ int16	player_id;
/*014*/ int8	unknown014[2];
/*016*/
};
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  #2  
Old 07-22-2011, 01:48 AM
trevius's Avatar
trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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I haven't messed with the GFay lifts too much, but I did to a bit of testing on the lifts in Stonehive. I added a debug in EVENT_CLICKDOOR that reported the doorid when it was clicked and saw some weird output that I can't really explain. The lift would go up after a click or 2, but it would then spam like 4 times that it was clicked again when it was time for the lift to come back down. I looked into it in the source a bit and didn't see anything that stood out, but maybe a packet collect would give better info into what is happening. Door packets aren't overly complex, so it probably wouldn't be too hard to resolve the lift issues, it would just take time to look into it properly.
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  #3  
Old 07-22-2011, 08:03 AM
image
Demi-God
 
Join Date: Jan 2002
Posts: 1,292
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Yeah, I am sure someone is going to pounce all over that to get a live collection

Someone else is welcome to spend the time to fix the structure, doesn't seem worth the trouble for a few select objects that work different than most doors in the game.
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