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TFS 1.X+ celohere tfs 1.2 About standing on the magic wall

Magicalx

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If the player is standing on a magic wall or grav vita
He can't multiply with his wand
A player cannot attack by hitting a weapon if he is standing on any wall of them
If I'm on the second floor and someone else on the first floor throws a magic wall and I come down on it, I can't attack it with a wand
wand/weapon
If I had a magic wall under me
cant atk pllayer by weapon
mw/gw
How can I fix this and what files are associated with this?
Any hints would be very helpful to me
@celohere Sorry to bother you man, maybe you know why
Thanks in advance
 

Gesior.pl

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Walking into m-wall should remove it. No matter, if it's stairs or normal walking.

EDIT:
It should remove it, if you are 'normal' player, but walking 'into m-wall,' should be possible only with stairs, not by 'normal' walking.
 
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Magicalx

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Walking into m-wall should remove it. No matter, if it's stairs or normal walking.
This is unimportant and has nothing to do with my problem
It seems you don't understand what I mean
to clarify
If a player is standing on the magic wall, he cannot attack another person with a weapon unless he moves away from the magic wall
That's what I mean A gun attack is stopped from infecting people if I'm standing on a magical wall/grav wall
 

Gesior.pl

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This is unimportant and has nothing to do with my problem
It seems you don't understand what I mean
to clarify
If a player is standing on the magic wall, he cannot attack another person with a weapon unless he moves away from the magic wall
That's what I mean A gun attack is stopped from infecting people if I'm standing on a magical wall/grav wall
If the player is standing on a magic wall or grav vita
This seems pretty relevant.
With any 'normal' engine, it should be not possible to stand at wall. If it's m-wall, it should be removed at 'walk in'.
If it's normal wall (walk in, it's not removed), it's map bug.
 

Gesior.pl

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I'm not sure, if your tests are valid.
GM/GOD/CM can walk into magic-wall and it should not disappear - as they can be invisible and should not affect wars (not make m-wall disappear).
If you get there with normal 'player', that m-wall should disappear. Same as it does when you walk up/down by stairs and walks into m-wall.
 
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Magicalx

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The disappearance of the magic wall has been canceled when going down and ascending to it, I don't remember who did that or celohere
Just if you want help, tell me what the name of the files are related to it



I'm not sure, if your tests are valid.
GM/GOD/CM can walk into magic-wall and it should not disappear - as they can be invisible and should not affect wars (not make m-wall disappear).
If you get there with normal 'player', that m-wall should disappear. Same as it does when you walk up/down by stairs and walks into m-wall.
 

celohere

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Seems that this bug comes from your personal changes ,take a look into your commits and try to find out where this behavior was introduced.
 

celohere

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No, I'm just asking first because I found this wrong in your source
How can you say that this bug is in the clean sources without testing first?I can't reproduce this ,and i never touched anything related to this.You should explain better your problem and state the modifications you've done before,so maybe someone will be able to help you.
The normal behavior as Gesior stated, is remove the mw when walk in,and thats how its working.
 
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Magicalx

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How can you say that this bug is in the clean sources without testing first?I can't reproduce this ,and i never touched anything related to this.You should explain better your problem and state the modifications you've done before,so maybe someone will be able to help you.
The normal behavior as Gesior stated, is remove the mw when walk in,and thats how its working.
What are the files related to this?
To solve this, I have to go back to those files and look at the variables there
But I don't know her exactly
maybe combat.cpp/and?
 

angelo fabris

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@celohere
To reproduce this issue (dont remove magic walls when step in), access:
in combat.cpp
in method:
void MagicField::eek:nStepInField(Creature* creature)

just remove the g_game.internalRemoveItem(this, 1); or something like this
 
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