Yeah that's what was crashing my client while summoning Gates...snoopy81 wrote: A portion of code I forgot, but thats important...
(I guess some people already implemented this their way)
Function:
int CGame::bCreateNewNpc(..)
Add/correct the following code
Code: Select all
switch (m_pNpcList[i]->m_cActionLimit) { case 2: // fixed mechants case 3: // dummy case 5: // struct sade, crops m_pNpcList[i]->m_cBehavior = DEF_BEHAVIOR_STOP; switch (m_pNpcList[i]->m_sType) { case 15: // ShopKeeper-W case 19: // Gandlf case 20: // Howard case 24: // Tom case 25: // William case 26: // Kennedy m_pNpcList[i]->m_cDir = 3 + iDice(1,3); break; default: m_pNpcList[i]->m_cDir = iDice(1,8); break; } break; case 8: // Heldenian gate m_pNpcList[i]->m_cDir = 3; m_pNpcList[i]->m_cBehavior = DEF_BEHAVIOR_STOP; if (m_pNpcList[i]->m_cArea > 0) { for(short sx1 = (sX - 1); sx1 <= sX + 1; sx1++) for(short sy1 = (sY - 1); sy1 <= sY + 1; sy1++) { m_pMapList[iMapIndex]->SetTempMoveAllowedFlag(sx1, sy1, FALSE); } } break; default: m_pNpcList[i]->m_cBehavior = DEF_BEHAVIOR_MOVE; m_pNpcList[i]->m_cDir = 5; break; }
Though I added something but just
case 8: //Gate-a and Gate-e
m_pNpcList->m_cBehavior = DEF_BEHAVIOR_STOP;
break;
Weird thing...why you have npcs become neutrals? shouldn't be better if they all die :unsure:
Anyways thanks for the cores B)