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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |
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09-07-2008, 06:52 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Unless the new corpse decay timer is working for people and I just have something set incorrectly (let me know if so), then I am going to try moving it the next time I do a build. I am planning to move it from here (noted in RED):
Code:
Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, int32 in_npctypeid, const NPCType** in_npctypedata, int32 in_decaytime)
// vesuvias - appearence fix
: Mob("Unnamed_Corpse","",0,0,in_npc->GetGender(),in_npc->GetRace(),in_npc->GetClass(),BT_Humanoid//bodytype added
,in_npc->GetDeity(),in_npc->GetLevel(),in_npc->GetNPCTypeID(),in_npc->GetSize(),0,
in_npc->GetHeading(),in_npc->GetX(),in_npc->GetY(),in_npc->GetZ(),0,
in_npc->GetTexture(),in_npc->GetHelmTexture(),
0,0,0,0,0,0,0,0,0,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0,0,0,0,0,0,0),
corpse_decay_timer(in_decaytime),
corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
corpse_graveyard_timer(0)
{
corpse_graveyard_timer.Disable();
memset(item_tint, 0, sizeof(item_tint));
pIsChanged = false;
p_PlayerCorpse = false;
pLocked = false;
BeingLootedBy = 0xFFFFFFFF;
if (in_itemlist) {
itemlist = *in_itemlist;
in_itemlist->clear();
}
SetCash(in_npc->GetCopper(), in_npc->GetSilver(), in_npc->GetGold(), in_npc->GetPlatinum());
if(IsEmpty())
{
corpse_decay_timer.SetTimer(RuleI(NPC,EmptyNPCCorpseDecayTimeMS)+1000);
}
npctype_id = in_npctypeid;
SetPKItem(0);
charid = 0;
dbid = 0;
p_depop = false;
strcpy(orgname, in_npc->GetName());
strcpy(name, in_npc->GetName());
// Added By Hogie
for(int count = 0; count < 100; count++) {
if ((level >= npcCorpseDecayTimes[count].minlvl) && (level <= npcCorpseDecayTimes[count].maxlvl)) {
corpse_decay_timer.SetTimer(npcCorpseDecayTimes[count].seconds*1000);
break;
}
}
// Added By Hogie -- End
for (int i=0; i<MAX_LOOTERS; i++)
looters[i] = 0;
this->rezzexp = 0;
}
To here:
Code:
Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, int32 in_npctypeid, const NPCType** in_npctypedata, int32 in_decaytime)
// vesuvias - appearence fix
: Mob("Unnamed_Corpse","",0,0,in_npc->GetGender(),in_npc->GetRace(),in_npc->GetClass(),BT_Humanoid//bodytype added
,in_npc->GetDeity(),in_npc->GetLevel(),in_npc->GetNPCTypeID(),in_npc->GetSize(),0,
in_npc->GetHeading(),in_npc->GetX(),in_npc->GetY(),in_npc->GetZ(),0,
in_npc->GetTexture(),in_npc->GetHelmTexture(),
0,0,0,0,0,0,0,0,0,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0,0,0,0,0,0,0),
corpse_decay_timer(in_decaytime),
corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
corpse_graveyard_timer(0)
{
corpse_graveyard_timer.Disable();
memset(item_tint, 0, sizeof(item_tint));
pIsChanged = false;
p_PlayerCorpse = false;
pLocked = false;
BeingLootedBy = 0xFFFFFFFF;
if (in_itemlist) {
itemlist = *in_itemlist;
in_itemlist->clear();
}
SetCash(in_npc->GetCopper(), in_npc->GetSilver(), in_npc->GetGold(), in_npc->GetPlatinum());
npctype_id = in_npctypeid;
SetPKItem(0);
charid = 0;
dbid = 0;
p_depop = false;
strcpy(orgname, in_npc->GetName());
strcpy(name, in_npc->GetName());
// Added By Hogie
for(int count = 0; count < 100; count++) {
if ((level >= npcCorpseDecayTimes[count].minlvl) && (level <= npcCorpseDecayTimes[count].maxlvl)) {
corpse_decay_timer.SetTimer(npcCorpseDecayTimes[count].seconds*1000);
break;
}
}
// Added By Hogie -- End
if(IsEmpty())
{
corpse_decay_timer.SetTimer(RuleI(NPC,EmptyNPCCorpseDecayTimeMS)+1000);
}
for (int i=0; i<MAX_LOOTERS; i++)
looters[i] = 0;
this->rezzexp = 0;
}
This is my only guess as to why the new decay timer code isn't currently working for me. Especially since it was working perfectly when I added Theeper's code in manually before this was added into the official source. My guess is that the following code that currently comes after the IsEmpty check is still being used even if the corpse is empty and the decay timer is being overwritten to follow these rules instead of using the new IsEmpty rule:
Code:
for(int count = 0; count < 100; count++) {
if ((level >= npcCorpseDecayTimes[count].minlvl) && (level <= npcCorpseDecayTimes[count].maxlvl)) {
corpse_decay_timer.SetTimer(npcCorpseDecayTimes[count].seconds*1000);
break;
}
}
I will try out the move of the IsEmpty check code and see if that resolves the problem.
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