Ok..duh on the int32. I didn't have my code def window up when I was looking or I would have found <types.h>
I am really leaning away from even testing a modified out-going structure at this point. My question about conversions was more about the possibility of
corrupted data when narrowing. I seem to get what I expect when using integers, so I'm guessing data loss is more prevelent with floats.
(Sorry for the re-iterations..I just want to clarify the actual issue.)
As far as capturing from live... I don't believe what I'm trying to do is ever done on live.
For instance:
When a player deletes a bank item, they first move it to their cursor. Then a client-originating moveitem deletes it (from->30: to->-1: num_in_stk->0)
When an item is on the cursor, we can issue a server-originating moveitem to delete, regardless of client action. (from->30: to->-1: num_in_stk->-1 seems to
work and is what is currently used in existing code.)
But there is no existing action (that I'm aware of) that will generate a server-originating direct bank slot deletion on live. All quest updates, tradeskill combines,
etc... come from the client's cursor or personal inventory (and bags), which I have no trouble deleting from.
That's why I don't think there's a way to actually capture this particular value for a direct bank slot delete action.
(I can overwrite the existing item with no problem. But, then we're left with a client that could have 'phantom' items in empty slots and we're back at starting
point for this whole resync business... I do have a method that will clear empty bank slots on the client, but the client will spam itself with 'deletion' messages
for each empty slot, which I'm trying to avoid.)
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Compilin' Dirty
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