Forums WoW Modding Support Archives Azerothcore Discord Archives [DiscordArchive] can you explain the purpose of it and how it relates to progression for my pea brain?

[DiscordArchive] can you explain the purpose of it and how it relates to progression for my pea brain?

[DiscordArchive] can you explain the purpose of it and how it relates to progression for my pea brain?

rektbyfaith
Administrator
0
01-04-2023, 09:41 PM
#1
Archived author: Anchy • Posted: 2023-01-04T21:41:43.489000+00:00
Original source

can you explain the purpose of it and how it relates to progression for my pea brain?
rektbyfaith
01-04-2023, 09:41 PM #1

Archived author: Anchy • Posted: 2023-01-04T21:41:43.489000+00:00
Original source

can you explain the purpose of it and how it relates to progression for my pea brain?

rektbyfaith
Administrator
0
01-04-2023, 09:53 PM
#2
Archived author: Nyeriah • Posted: 2023-01-04T21:53:52.839000+00:00
Original source

Looks okay to me
rektbyfaith
01-04-2023, 09:53 PM #2

Archived author: Nyeriah • Posted: 2023-01-04T21:53:52.839000+00:00
Original source

Looks okay to me

rektbyfaith
Administrator
0
01-04-2023, 09:58 PM
#3
Archived author: Revision • Posted: 2023-01-04T21:58:30.280000+00:00
Original source

Points of interest on the map for quests were added in patch 3.2 so I want the ability to disable them until that version (or higher) is enabled.
rektbyfaith
01-04-2023, 09:58 PM #3

Archived author: Revision • Posted: 2023-01-04T21:58:30.280000+00:00
Original source

Points of interest on the map for quests were added in patch 3.2 so I want the ability to disable them until that version (or higher) is enabled.

rektbyfaith
Administrator
0
01-04-2023, 09:58 PM
#4
Archived author: Revision • Posted: 2023-01-04T21:58:50.245000+00:00
Original source

Sweet, thanks a ton - I'll submit a PR and if someone finds issues I'll learn from it at least.
rektbyfaith
01-04-2023, 09:58 PM #4

Archived author: Revision • Posted: 2023-01-04T21:58:50.245000+00:00
Original source

Sweet, thanks a ton - I'll submit a PR and if someone finds issues I'll learn from it at least.

rektbyfaith
Administrator
0
01-04-2023, 10:01 PM
#5
Archived author: Nyeriah • Posted: 2023-01-04T22:01:32.368000+00:00
Original source

the only thing to keep in mind is that they should be enabled by default
rektbyfaith
01-04-2023, 10:01 PM #5

Archived author: Nyeriah • Posted: 2023-01-04T22:01:32.368000+00:00
Original source

the only thing to keep in mind is that they should be enabled by default

rektbyfaith
Administrator
0
01-04-2023, 10:01 PM
#6
Archived author: Revision • Posted: 2023-01-04T22:01:52.034000+00:00
Original source

They are absolutely enabled by default, that much I know but it's good that you point it out in case someone else doesn't know
rektbyfaith
01-04-2023, 10:01 PM #6

Archived author: Revision • Posted: 2023-01-04T22:01:52.034000+00:00
Original source

They are absolutely enabled by default, that much I know but it's good that you point it out in case someone else doesn't know

rektbyfaith
Administrator
0
01-04-2023, 10:23 PM
#7
Archived author: Anchy • Posted: 2023-01-04T22:23:29.465000+00:00
Original source

oh okay I did not know that
rektbyfaith
01-04-2023, 10:23 PM #7

Archived author: Anchy • Posted: 2023-01-04T22:23:29.465000+00:00
Original source

oh okay I did not know that

rektbyfaith
Administrator
0
01-04-2023, 10:30 PM
#8
Archived author: Revision • Posted: 2023-01-04T22:30:21.146000+00:00
Original source

Now you do. xD
rektbyfaith
01-04-2023, 10:30 PM #8

Archived author: Revision • Posted: 2023-01-04T22:30:21.146000+00:00
Original source

Now you do. xD

rektbyfaith
Administrator
0
01-05-2023, 04:55 PM
#9
Archived author: Honey • Posted: 2023-01-05T16:55:57.172000+00:00
Original source

Did anyone make that hook work in a module?
```cpp
void OnAfterUpdateEncounterState(Map* /*map*/, EncounterCreditType /*type*/, uint32 /*creditEntry*/, Unit* /*source*/, Difficulty /*difficulty_fixed*/, DungeonEncounterList const* /*encounters*/, uint32 /*dungeonCompleted*/, bool /*updated*/)
{
LOG_ERROR("sql.sql", "Encounter completed");
}
```
I have a bunch of other `LOG_ERROR` lines, which yield an output in the logs/console. This hook apparently never happens.
rektbyfaith
01-05-2023, 04:55 PM #9

Archived author: Honey • Posted: 2023-01-05T16:55:57.172000+00:00
Original source

Did anyone make that hook work in a module?
```cpp
void OnAfterUpdateEncounterState(Map* /*map*/, EncounterCreditType /*type*/, uint32 /*creditEntry*/, Unit* /*source*/, Difficulty /*difficulty_fixed*/, DungeonEncounterList const* /*encounters*/, uint32 /*dungeonCompleted*/, bool /*updated*/)
{
LOG_ERROR("sql.sql", "Encounter completed");
}
```
I have a bunch of other `LOG_ERROR` lines, which yield an output in the logs/console. This hook apparently never happens.

Recently Browsing
 1 Guest(s)
Recently Browsing
 1 Guest(s)