vector<int32> spells = client->GetPlayer()->GetSpellBookSpellIDBySkill(recipe->GetTechnique());
for (itr = spells.begin(); itr != spells.end(); itr++) {
size++;
Spell* spell = master_spell_list.GetSpell(*itr,1);
if (size > 6) {
// only 6 slots for skills on the ui
break;
}
packet->setDataByName("skill_id", *itr ,spell->GetSpellData()->ts_loc_index -1);
}
need a check for spell being null or we crash on GetSpellData
TradeskillsPackets.cpp:408
vector<int32> spells = client->GetPlayer()->GetSpellBookSpellIDBySkill(recipe->GetTechnique());
for (itr = spells.begin(); itr != spells.end(); itr++) {
size++;
Spell* spell = master_spell_list.GetSpell(*itr,1);
if (size > 6) {
// only 6 slots for skills on the ui
break;
}
packet->setDataByName("skill_id", *itr ,spell->GetSpellData()->ts_loc_index -1);
}
need a check for spell being null or we crash on GetSpellData
I've seen, nor heard any further issues from this patch, closing related issues. I Will re-open if some problem pops back up.
https://git.eq2emu.com/devn00b/EQ2EMu/commit/54a61e0c391817e2e01cb5f93bc9fd8c13526afa
I've seen, nor heard any further issues from this patch, closing related issues. I Will re-open if some problem pops back up.
TradeskillsPackets.cpp:408
need a check for spell being null or we crash on GetSpellData
Fixed pending git update.
54a61e0c39
I've seen, nor heard any further issues from this patch, closing related issues. I Will re-open if some problem pops back up.