[DiscordArchive] No memory remap like in d4 and ow2?
[DiscordArchive] No memory remap like in d4 and ow2?
Archived author: Fabian • Posted: 2023-01-14T16:17:48.213000+00:00
Original source
that never really changed since introduced on other games
Archived author: M'Dic • Posted: 2023-01-14T16:18:11.975000+00:00
Original source
i think the newest thing i messed with was tera which is obviously unrelated and no where like blizz stuff
Archived author: Fabian • Posted: 2023-01-14T16:18:56.940000+00:00
Original source
byfron got bought by roblox shortly after ow2 release. but i didn’t expect them to remove it that fast from ow2
Archived author: Fabian • Posted: 2023-01-14T16:19:43.418000+00:00
Original source
#wowlauncher<:zuccwater:449685374189699072>
Archived author: Fabian • Posted: 2023-01-14T16:20:18.198000+00:00
Original source
its defeatingall checks
Archived author: M'Dic • Posted: 2023-01-14T16:20:57.885000+00:00
Original source
even betterthen others
Archived author: M'Dic • Posted: 2023-01-14T16:21:32.559000+00:00
Original source
you know which 1 i refer to
Archived author: Fabian • Posted: 2023-01-14T16:37:11.479000+00:00
Original source
not sure
layerList::const_iterator itr = map->GetPlayers().begin(); itr != map->GetPlayers().end(); ++itr)
tring message = "Autour de vous : "+target->GetName();Archived author: William Von Kha • Posted: 2023-01-14T20:27:29.526000+00:00
Original source
ok ok but i thinks it's ok now ^^
I have created a loop that runs to know when a character is close to us to activate the microphone. I'm looking to add it to the game loop without blocking other processes. Is there a hook or something to call this function ?
```c++
std::vector<Player*> VoiceChatHandler::GetPlayersInRadius(Player* player, float maxRadius)
{
float baseVolume = 100.0f; // Volume de base (en pourcentage)
float maxDistance = 20.0f; // Distance maximale à laquelle le volume sera réduit à 0
std::vector<Player*> playersInCircle;
Map* map = player->GetMap();
float radius = maxRadius || 20.0f;
int currentVolume = 10;
int newVolume = currentVolume;
for (Map:
layerList::const_iterator itr = map->GetPlayers().begin(); itr != map->GetPlayers().end(); ++itr)
{
Player* target = itr->GetSource();
float distance = player->GetExactDist2d(target);
if (target && distance <= radius) {
// Calcule le volume en fonction de la distance (formule de décroissance exponentielle)
if (ts3client_getClientVariableAsInt(voicePlayersList[player->GetName()].scHandlerID, voicePlayersList[target->GetName()].clientID, CLIENT_INPUT_MUTED, ¤tVolume) != ERROR_ok)
{
TC_LOG_ERROR("Voice Chat", "Error getting current volume");
}
newVolume = baseVolume * exp(-distance / maxDistance);
if (ts3client_setClientSelfVariableAsInt(voicePlayersList[player->GetName()].scHandlerID, CLIENT_INPUT_MUTED, newVolume) != ERROR_ok) {
TC_LOG_ERROR("Voice Chat", "Error setting new volume");
}
playersInCircle.push_back(target);
}
std:
tring message = "Autour de vous : "+target->GetName();
ChatHandler(player->GetSession()).SendSysMessage(message);
}
return playersInCircle;
}
```
Archived author: Tea • Posted: 2023-01-14T20:32:19.562000+00:00
Original source
no, there is not. we do not have anything that runs completely async from main update loop