Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] I remember having some confusion with this particular table. According to wow.tools, there is a tabl

[DiscordArchive] I remember having some confusion with this particular table. According to wow.tools, there is a tabl

[DiscordArchive] I remember having some confusion with this particular table. According to wow.tools, there is a tabl

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rektbyfaith
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09-26-2022, 02:35 PM
#11
Archived author: jackpoz • Posted: 2022-09-26T14:35:12.650000+00:00
Original source

check https://github.com/TrinityCore/TrinityCo...466f3db2e6 for example: SMART_ACTION_SUMMON_CREATURE could spawn only 1 creature, after that small commit it supports to spawn as many as specified in a new parameter
rektbyfaith
09-26-2022, 02:35 PM #11

Archived author: jackpoz • Posted: 2022-09-26T14:35:12.650000+00:00
Original source

check https://github.com/TrinityCore/TrinityCo...466f3db2e6 for example: SMART_ACTION_SUMMON_CREATURE could spawn only 1 creature, after that small commit it supports to spawn as many as specified in a new parameter

rektbyfaith
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09-26-2022, 02:40 PM
#12
Archived author: <o> • Posted: 2022-09-26T14:40:38.030000+00:00
Original source

this is how our lua bindings look for tswow:
<https://github.com/tswow/tswow/blob/master/tswow-core/Private/TSPlayerLua.cpp>
<https://github.com/tswow/tswow/blob/master/tswow-core/Private/TSMapLua.cpp>
<https://github.com/tswow/tswow/blob/master/tswow-core/Private/TSGlobalLua.cpp>

those target language-agnostic wrappers that we have for internal trinitycore structs (ironically comes from eluna originally, automatically rewritten to become "normal" c++ classes, then we use those same classes and bind back to lua with the above bindings):
<https://github.com/tswow/tswow/blob/master/tswow-core/Public/TSPlayer.h>
<https://github.com/tswow/tswow/blob/master/tswow-core/Public/TSMap.h>
<https://github.com/tswow/tswow/blob/master/tswow-core/Public/TSGlobal.h>
rektbyfaith
09-26-2022, 02:40 PM #12

Archived author: <o> • Posted: 2022-09-26T14:40:38.030000+00:00
Original source

this is how our lua bindings look for tswow:
<https://github.com/tswow/tswow/blob/master/tswow-core/Private/TSPlayerLua.cpp>
<https://github.com/tswow/tswow/blob/master/tswow-core/Private/TSMapLua.cpp>
<https://github.com/tswow/tswow/blob/master/tswow-core/Private/TSGlobalLua.cpp>

those target language-agnostic wrappers that we have for internal trinitycore structs (ironically comes from eluna originally, automatically rewritten to become "normal" c++ classes, then we use those same classes and bind back to lua with the above bindings):
<https://github.com/tswow/tswow/blob/master/tswow-core/Public/TSPlayer.h>
<https://github.com/tswow/tswow/blob/master/tswow-core/Public/TSMap.h>
<https://github.com/tswow/tswow/blob/master/tswow-core/Public/TSGlobal.h>

rektbyfaith
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09-26-2022, 02:45 PM
#13
Archived author: <o> • Posted: 2022-09-26T14:45:40.323000+00:00
Original source

if we had some better structure in our internal wrappers, we could've employed some automatic generation of language-specific wrappers, but as we'll prolly stick to lua for our solution we probably will not bother
rektbyfaith
09-26-2022, 02:45 PM #13

Archived author: <o> • Posted: 2022-09-26T14:45:40.323000+00:00
Original source

if we had some better structure in our internal wrappers, we could've employed some automatic generation of language-specific wrappers, but as we'll prolly stick to lua for our solution we probably will not bother

rektbyfaith
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09-26-2022, 03:15 PM
#14
Archived author: jackpoz • Posted: 2022-09-26T15:15:54.306000+00:00
Original source

now, imagine what you were able to do in Lua before all that work
rektbyfaith
09-26-2022, 03:15 PM #14

Archived author: jackpoz • Posted: 2022-09-26T15:15:54.306000+00:00
Original source

now, imagine what you were able to do in Lua before all that work

rektbyfaith
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09-26-2022, 05:01 PM
#15
Archived author: Whomadeit • Posted: 2022-09-26T17:01:44.733000+00:00
Original source

That’s kinda neat I didn’t know that! I know like Lua was added in but didn’t realize c++ was too
rektbyfaith
09-26-2022, 05:01 PM #15

Archived author: Whomadeit • Posted: 2022-09-26T17:01:44.733000+00:00
Original source

That’s kinda neat I didn’t know that! I know like Lua was added in but didn’t realize c++ was too

rektbyfaith
Administrator
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09-26-2022, 05:02 PM
#16
Archived author: Whomadeit • Posted: 2022-09-26T17:02:39.717000+00:00
Original source

Thanks for the info tho that’s lit
rektbyfaith
09-26-2022, 05:02 PM #16

Archived author: Whomadeit • Posted: 2022-09-26T17:02:39.717000+00:00
Original source

Thanks for the info tho that’s lit

rektbyfaith
Administrator
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09-26-2022, 05:04 PM
#17
Archived author: Whomadeit • Posted: 2022-09-26T17:04:34.057000+00:00
Original source

Apache uses Lua too right
rektbyfaith
09-26-2022, 05:04 PM #17

Archived author: Whomadeit • Posted: 2022-09-26T17:04:34.057000+00:00
Original source

Apache uses Lua too right

rektbyfaith
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09-26-2022, 09:30 PM
#18
Archived author: TyGer • Posted: 2022-09-26T21:30:16.426000+00:00
Original source

hi again.
I compiled and prepared TC 9.2.7 (client and server), but the problem remains. I don't know if the problem is in the new LootSystem or the problem is only in my server.
rektbyfaith
09-26-2022, 09:30 PM #18

Archived author: TyGer • Posted: 2022-09-26T21:30:16.426000+00:00
Original source

hi again.
I compiled and prepared TC 9.2.7 (client and server), but the problem remains. I don't know if the problem is in the new LootSystem or the problem is only in my server.

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