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Development: Custom Code This is for code thatdoes not emulate live and wont be added to the official code.

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  #1  
Old 06-18-2012, 08:16 PM
squevis667
Fire Beetle
 
Join Date: Dec 2010
Posts: 18
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I was trying to discern the best way to debug. I cannot discern the proper format for EntityList::Message but I have not looked too hard (int, int, message). The first int is the channel I think but did not see an example of it so I am unsure. I considered using mlog, but again, some of the arguments elude me, but I have found some examples. Any idea where mlog outputs to? I must apologize, I am mainly a C# guy and I would normally just have it pop a messagebox to tell me it has fired. What would you suggest for this environment?
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  #2  
Old 06-18-2012, 08:25 PM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 539
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Just use, caster->Message(0, "put your shit here or use %s for string var and %i for integer variables", thisISaSTRINGvar, thisISanINTvar)
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  #3  
Old 06-19-2012, 09:23 AM
squevis667
Fire Beetle
 
Join Date: Dec 2010
Posts: 18
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Th issue was what list was being iterated over. As a side note, if you want to rez corpses, you have to iterate the corpse_list and not the mob_list. Code below for EntityList::AESpell fixed it.
Code:
void EntityList::AESpell(Mob *caster, Mob *center, int16 spell_id, bool affect_caster, sint16 resist_adjust)
{
	if(!IsAERezSpell(spell_id))
	{
		LinkedListIterator<Mob*> iterator(mob_list);
		Mob *curmob;
	
		float dist = caster->GetAOERange(spell_id);
		float dist2 = dist * dist;
	
		bool bad = IsDetrimentalSpell(spell_id);
		bool isnpc = caster->IsNPC();
		const int MAX_TARGETS_ALLOWED = 4;
		int iCounter = 0;
	
		for(iterator.Reset(); iterator.MoreElements(); iterator.Advance())
		{
			curmob = iterator.GetData();
			if(curmob == center)	//do not affect center
				continue;
			if(curmob == caster && !affect_caster)	//watch for caster too
				continue;
			if(center->DistNoRoot(*curmob) > dist2)	//make sure they are in range
				continue;
			if(isnpc && curmob->IsNPC()) {	//check npc->npc casting
				FACTION_VALUE f = curmob->GetReverseFactionCon(caster);
				if(bad) {
					//affect mobs that are on our hate list, or
					//which have bad faction with us
					if( ! (caster->CheckAggro(curmob) || f == FACTION_THREATENLY || f == FACTION_SCOWLS) )
						continue;
				} else {
					//only affect mobs we would assist.
					if( ! (f <= FACTION_AMIABLE))
						continue;
				}
			}
			//finally, make sure they are within range
			if(bad) {
				if(!caster->IsAttackAllowed(curmob, true))
					continue;
				if(!center->CheckLosFN(curmob))
					continue;
			}

			//if we get here... cast the spell.
			if(IsTargetableAESpell(spell_id) && bad) 
			{
				if(iCounter < MAX_TARGETS_ALLOWED)
				{
					caster->SpellOnTarget(spell_id, curmob, false, true, resist_adjust);
				}
			}
			else
			{
				caster->SpellOnTarget(spell_id, curmob, false, true, resist_adjust);
			}

			if(!isnpc) //npcs are not target limited...
				iCounter++;
		}	
	} 
	else
	{
		LinkedListIterator<Corpse*> iterator(corpse_list);
		Corpse *curcorpse;
	
		float dist = caster->GetAOERange(spell_id);
		float dist2 = dist * dist;

		for(iterator.Reset(); iterator.MoreElements(); iterator.Advance())
		{
			curcorpse = iterator.GetData();
			if(!curcorpse->IsPlayerCorpse())
				continue;
			if(center->DistNoRoot(*curcorpse) > dist2)	//make sure they are in range
				continue;
			
			caster->SpellOnTarget(spell_id, curcorpse);
		}
	}
}
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