Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] are sanctuaries defined in dbcs? probably areatable?

[DiscordArchive] are sanctuaries defined in dbcs? probably areatable?

[DiscordArchive] are sanctuaries defined in dbcs? probably areatable?

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rektbyfaith
Administrator
0
07-18-2022, 07:56 PM
#11
Archived author: <o> • Posted: 2022-07-18T19:56:34.601000+00:00
Original source

need to update all the grid notifiers to accept the extra id field and properly apply it
rektbyfaith
07-18-2022, 07:56 PM #11

Archived author: <o> • Posted: 2022-07-18T19:56:34.601000+00:00
Original source

need to update all the grid notifiers to accept the extra id field and properly apply it

rektbyfaith
Administrator
0
07-18-2022, 07:57 PM
#12
Archived author: <o> • Posted: 2022-07-18T19:57:12.967000+00:00
Original source

of course, i meant `WorldObject::InSamePhase` here
rektbyfaith
07-18-2022, 07:57 PM #12

Archived author: <o> • Posted: 2022-07-18T19:57:12.967000+00:00
Original source

of course, i meant `WorldObject::InSamePhase` here

rektbyfaith
Administrator
0
07-18-2022, 07:58 PM
#13
Archived author: <o> • Posted: 2022-07-18T19:58:03.063000+00:00
Original source

this is how the function works in plain trinity:
```c++
bool InSamePhase(uint32 phasemask) const {
return (GetPhaseMask() & phasemask);
}
```

this is how a phase "id" system would work:
```c++
bool InSamePhase(uint32 phasemask) const {
return (GetPhaseMask() == phasemask);
}
```

and this is how our extension works:
```c++
bool InSamePhase(uint32 phasemask, uint64 phase_id) const {
return (GetPhaseMask() & phasemask) && ((phase_id == m_phase_id);
}
```
rektbyfaith
07-18-2022, 07:58 PM #13

Archived author: <o> • Posted: 2022-07-18T19:58:03.063000+00:00
Original source

this is how the function works in plain trinity:
```c++
bool InSamePhase(uint32 phasemask) const {
return (GetPhaseMask() & phasemask);
}
```

this is how a phase "id" system would work:
```c++
bool InSamePhase(uint32 phasemask) const {
return (GetPhaseMask() == phasemask);
}
```

and this is how our extension works:
```c++
bool InSamePhase(uint32 phasemask, uint64 phase_id) const {
return (GetPhaseMask() & phasemask) && ((phase_id == m_phase_id);
}
```

rektbyfaith
Administrator
0
07-18-2022, 07:59 PM
#14
Archived author: <o> • Posted: 2022-07-18T19:59:25.269000+00:00
Original source

phasemasks give designers a lot more freedom with what players can see at any given time than ids, but are slightly more difficult to understand, and use up a lot of bits
rektbyfaith
07-18-2022, 07:59 PM #14

Archived author: <o> • Posted: 2022-07-18T19:59:25.269000+00:00
Original source

phasemasks give designers a lot more freedom with what players can see at any given time than ids, but are slightly more difficult to understand, and use up a lot of bits

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