[DiscordArchive] That's fine, it's not your job, but you can do the projects the courtesy of creating an issue when y
[DiscordArchive] That's fine, it's not your job, but you can do the projects the courtesy of creating an issue when y
layer:
ynamicObject:
et: Archived author: Crane • Posted: 2025-10-06T11:04:48.896000+00:00
Original source
```c++
//private:
static constexpr bool HasEntry(HighGuid high)
{
switch (high)
{
case HighGuid::Item:
case HighGuid:
layer:
case HighGuid:
ynamicObject:
case HighGuid::Corpse:
case HighGuid::Mo_Transport:
case HighGuid::Instance:
case HighGuid::Group:
return false;
case HighGuid::GameObject:
case HighGuid::Transport:
case HighGuid::Unit:
case HighGuid:
et:
case HighGuid::Vehicle:
default:
return true;
}
}
bool HasEntry() const { return HasEntry(GetHigh()); }
explicit ObjectGuid(uint64 guid) : _guid(guid) { }
uint64 _guid = 0;
```
I set the entire block to public again, and lo and behold, the scripts compile again—not all of them, but 70% ^^
Archived author: Jinnai • Posted: 2025-10-06T11:30:40.041000+00:00
Original source
TrinityCoreCustomChanges is community driven. Most of the branches are from people from the community. Everyone can submit a fix but no one has to. If its not working for too long, that might be an indicator of missing interest and a reason to remove a branch.
Just because we host it there, doesnt give us any responsibility to keep it working.
Archived author: Jinnai • Posted: 2025-10-06T11:31:09.361000+00:00
Original source
see it more as a spotlight place