#264 SendQuestUpdates does not properly reflect quest flag to client

已关闭
image3 年之前创建 · 1 条评论
image 评论于 3 年之前
这个人很懒,什么都没留下。
image 评论于 3 年之前
协作者

Fixed code replaces the else statement to only call SendAllSpawnsForVisChange instead of iterating entire spawn list and doing some sanity checks that didn't work to update spawns correctly.

void ZoneServer::SendQuestUpdates(Client* client, Spawn* spawn){
    if(!client)
        return;

    if(spawn){
        if(client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn))
            SendSpawnChanges(spawn, client, false, true);
    }
    else{
        client->GetCurrentZone()->SendAllSpawnsForVisChange(client);
    }
}
Fixed code replaces the else statement to only call SendAllSpawnsForVisChange instead of iterating entire spawn list and doing some sanity checks that didn't work to update spawns correctly. ``` void ZoneServer::SendQuestUpdates(Client* client, Spawn* spawn){ if(!client) return; if(spawn){ if(client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn)) SendSpawnChanges(spawn, client, false, true); } else{ client->GetCurrentZone()->SendAllSpawnsForVisChange(client); } } ```
image3 年之前 关闭
登录 并参与到对话中。
正在加载...
取消
保存
这个人很懒,什么都没留下。