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Old 03-14-2013, 01:42 PM
Armm
Sarnak
 
Join Date: Feb 2013
Posts: 70
Default Fix for death and rezz bug from level 89-100

If you are level 95ish to 100 and die you come back as a level 1. This is because int32 doesnt go high enough.



Code:
index bc1ecec..c67a5b7 100644
--- "a/C:\\TortoiseGit\\attAA2C.tmp\\attack-9fdb686-left.cpp"
+++ "b/C:\\EQEMU\\EQEmuServer\\zone\\attack.cpp"
@@ -1534,7 +1534,9 @@ void Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillType attack_
 	if(!GetGM())
 	{
 		if(exploss > 0) {
-			int32 newexp = GetEXP();
+			uint32 newexp = GetEXP();
 			if(exploss > newexp) {
 				//lost more than we have... wtf..
 				newexp = 1;

If you are say level 99 and try to get a 96% rez you get deleveled to 89. Again this is due (i think) to the INT preceeding GetExp() in below..


Code:
index cb6456f..3fc5c8f 100644
--- "a/C:\\TortoiseGit\\cli6EA.tmp\\client_process-9fdb686-left.cpp"
+++ "b/C:\\EQEMU\\EQEmuServer\\zone\\client_process.cpp"
@@ -1170,7 +1170,7 @@ void Client::OPRezzAnswer(uint32 Action, uint32 SpellID, uint16 ZoneID, uint16 I
 		}
 		if(spells[SpellID].base[0] < 100 && spells[SpellID].base[0] > 0 && PendingRezzXP > 0) 
 		{
-				SetEXP(((int)(GetEXP()+((float)((PendingRezzXP / 100) * spells[SpellID].base[0])))),
+				SetEXP(((uint32)(GetEXP()+((float)((PendingRezzXP / 100) * spells[SpellID].base[0])))),
 				       GetAAXP(),true);
 		}
 		else if (spells[SpellID].base[0] == 100 && PendingRezzXP > 0) {
I am pretty new at coding, but i have tested both quite a bit and they seem ok. Let me know if i made any obvious mistakes please. I would love to learn.
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