[HELP] C++ OnPlayerKill crash menu

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  1. #16
    AzolexX's Avatar Contributor
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    Jotox1 you are not right, see code in Arc/Aspire since some object field values are hext/bit/negative sometimes, or just flagged, so in this case this might work but my code is correct for every other uint value or field flag.

    Find about scripting, programming and music! My blog: https://worldofsmth.wordpress.com!

    [HELP] C++ OnPlayerKill crash
  2. #17
    Jotox's Avatar Contributor
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    In Arcemu Object.cpp: [Object::ModUnsigned32Value(uint32 index, int32 mod)]
    Code:
    	if( (int32)m_uint32Values[index] < 0 )
    		m_uint32Values[index] = 0;

  3. #18
    AzolexX's Avatar Contributor
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    That code should not be like that, there are fields and values in wow that can be negative.

    Find about scripting, programming and music! My blog: https://worldofsmth.wordpress.com!

  4. #19
    TheSpidey's Avatar Elite User
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    Originally Posted by AzolexX View Post
    That code should not be like that, there are fields and values in wow that can be negative.
    Originally Posted by Jotox1 View Post
    In Arcemu Object.cpp: [Object::ModUnsigned32Value(uint32 index, int32 mod)]
    Code:
    	if( (int32)m_uint32Values[index] < 0 )
    		m_uint32Values[index] = 0;
    (My emphasis)
    Unsigned means you don't use the MSB as a plus/minus sign, but rather use the whole length of the int to store a number.

    EDIT: Also, prepending a variable name with p denotes a Player pointer.
    Last edited by TheSpidey; 07-17-2009 at 09:31 AM.

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