#249 Swimming bug

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aperto 3 anni fa da neatz09 · 1 commenti
neatz09 ha commentato 3 anni fa

Fresh load of a client swimming acts as normal. Target a spawn then attempt to swim -> cant swim Relog character after target -> still cant swim Reload client -> can swim If targeting a spawn while swimming -> Will sink the bottom of the water and be unable to swim

Fresh load of a client swimming acts as normal. Target a spawn then attempt to swim -> cant swim Relog character after target -> still cant swim Reload client -> can swim If targeting a spawn while swimming -> Will sink the bottom of the water and be unable to swim
image ha commentato 3 anni fa
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Spawn::InitializeInfoPacketData

This might be caused by follow_target, issue goes away if I comment out the 0xFFFFFFFF target_id when there is no follow target:

    // If player and player has a follow target
    if (IsPlayer()) {
        if (((Player*)this)->GetFollowTarget())
            packet->setDataByName("follow_target", ((((Player*)this)->GetIDWithPlayerSpawn(((Player*)this)->GetFollowTarget()) * -1) - 1));
        //else
        //  packet->setDataByName("follow_target", 0xFFFFFFFF);
    }
    //else if (!IsPet()) {
    //  packet->setDataByName("follow_target", 0xFFFFFFFF);
    //}
Spawn::InitializeInfoPacketData This might be caused by follow_target, issue goes away if I comment out the 0xFFFFFFFF target_id when there is no follow target: ``` // If player and player has a follow target if (IsPlayer()) { if (((Player*)this)->GetFollowTarget()) packet->setDataByName("follow_target", ((((Player*)this)->GetIDWithPlayerSpawn(((Player*)this)->GetFollowTarget()) * -1) - 1)); //else // packet->setDataByName("follow_target", 0xFFFFFFFF); } //else if (!IsPet()) { // packet->setDataByName("follow_target", 0xFFFFFFFF); //} ```
image referenced this issue from a commit 3 anni fa
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