• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

C++ TFS 1.5 canWalkthrough NOPVPZONE

beenii

Well-Known Member
Joined
Jul 26, 2010
Messages
580
Solutions
1
Reaction score
57
Hello I have a few hours trying to make that work in nopvp zone

in here in function
C++:
bool Player::canWalkthrough(const Creature* creature) const

I can't get players walk through on nopvp zone

my functions on players.cpp

Code:
bool Player::canWalkthrough(const Creature* creature) const
{
    if (group->access || creature->isInGhostMode()) {
        return true;
    }

    const Player* player = creature->getPlayer();
    if (!player || !g_config.getBoolean(ConfigManager::ALLOW_WALKTHROUGH)) {
        return false;
    }

    const Tile* playerTile = player->getTile();
    if (!playerTile || (!playerTile->hasFlag(TILESTATE_PROTECTIONZONE) && player->getLevel() > static_cast<uint32_t>(g_config.getNumber(ConfigManager::PROTECTION_LEVEL)))) {
        return false;
    }

    const Item* playerTileGround = playerTile->getGround();
    if (!playerTileGround || !playerTileGround->hasWalkStack()) {
        return false;
    }

    Player* thisPlayer = const_cast<Player*>(this);
    if ((OTSYS_TIME() - lastWalkthroughAttempt) > 2000) {
        thisPlayer->setLastWalkthroughAttempt(OTSYS_TIME());
        return false;
    }

    if (creature->getPosition() != lastWalkthroughPosition) {
        thisPlayer->setLastWalkthroughPosition(creature->getPosition());
        return false;
    }

    thisPlayer->setLastWalkthroughPosition(creature->getPosition());
    return true;
}

bool Player::canWalkthroughEx(const Creature* creature) const
{
    if (group->access) {
        return true;
    }

    const Player* player = creature->getPlayer();
    if (!player || !g_config.getBoolean(ConfigManager::ALLOW_WALKTHROUGH)) {
        return false;
    }

    const Tile* playerTile = player->getTile();
    return playerTile && (playerTile->hasFlag(TILESTATE_PROTECTIONZONE) || player->getLevel() <= static_cast<uint32_t>(g_config.getNumber(ConfigManager::PROTECTION_LEVEL)));
}
 
Back
Top