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[fixed] Being able to trigger multiple "Go on leave" events at a 05/5305/2
authorMiztah <miztah@swgemu.com>
Fri, 23 Dec 2016 18:54:06 +0000 (13:54 -0500)
committerMiztah <miztah@swgemu.com>
Fri, 23 Dec 2016 18:54:06 +0000 (13:54 -0500)
recruiter - mantis 7296
[fixed] Not being able to attack factional lairs - mantis 7253

Change-Id: Ic7d83ad897459e0ec7da047b57059ded3208a717

MMOCoreORB/src/server/zone/objects/tangible/LuaTangibleObject.cpp
MMOCoreORB/src/server/zone/objects/tangible/TangibleObject.idl
MMOCoreORB/src/server/zone/objects/tangible/TangibleObjectImplementation.cpp

index afe5490..d40acda 100644 (file)
@@ -163,7 +163,7 @@ int LuaTangibleObject::getPvpStatusBitmask(lua_State* L) {
 }
 
 int LuaTangibleObject::isChangingFactionStatus(lua_State* L) {
-       lua_pushboolean(L, realObject->getFutureFactionStatus() != 0);
+       lua_pushboolean(L, realObject->getFutureFactionStatus() >= 0);
 
        return 1;
 }
index 175f5ee..0256a1a 100644 (file)
@@ -107,7 +107,7 @@ class TangibleObject extends SceneObject {
        public void initializeMembers() {
                faction = 0;
                factionStatus = 0;
-               futureFactionStatus = 0;
+               futureFactionStatus = -1;
 
                level = 1;
                useCount = 1;
index e79af95..b432636 100644 (file)
@@ -128,7 +128,7 @@ void TangibleObjectImplementation::sendBaselinesTo(SceneObject* player) {
 
 void TangibleObjectImplementation::setFactionStatus(int status) {
        factionStatus = status;
-       futureFactionStatus = 0;
+       futureFactionStatus = -1;
 
        if (isPlayerCreature()) {
                CreatureObject* creature = asCreatureObject();
@@ -1043,11 +1043,11 @@ bool TangibleObjectImplementation::isAttackableBy(CreatureObject* object) {
        } else if (isRebel() && !(object->isImperial())) {
                return false;
        } else if (object->isPlayerCreature()) {
-               if (isImperial() && getFactionStatus() == 0) {
+               if (isImperial() && object->getFactionStatus() == 0) {
                        return false;
                }
 
-               if (isRebel() && getFactionStatus() == 0) {
+               if (isRebel() && object->getFactionStatus() == 0) {
                        return false;
                }