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[Bug] Item Purchase Offset when multiple buyers are buying at the same time. (#4628)
* [Bug] Item Purchase Offset when multiple buyers are buying at the same time. - Much of the code lifted from TAKP/P2002 and adapted - Needs Testing - This should help prevent situations where multiple people are purchasing items from a merchant and both attempt to purchase the same temp merchant or limited item, it should result in the later person recieving a notice that the item no longer exists and refreshes the merchant table. - Updated strings * fix formatting * Push * Update client.cpp * Update database_update_manifest.cpp * Update database_update_manifest.cpp * Update database_update_manifest.cpp * Update client.cpp --------- Co-authored-by: Kinglykrab <kinglykrab@gmail.com> Co-authored-by: Akkadius <akkadius1@gmail.com>
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@@ -1387,6 +1387,9 @@ public:
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std::string GetRacePlural();
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std::string GetClassPlural();
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inline void SetMerchantSessionEntityID(uint16 value) { m_merchant_session_entity_id = value; }
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inline uint16 GetMerchantSessionEntityID() { return m_merchant_session_entity_id; }
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//Command #Tune functions
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void TuneGetStats(Mob* defender, Mob *attacker);
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void TuneGetACByPctMitigation(Mob* defender, Mob *attacker, float pct_mitigation, int interval = 10, int max_loop = 1000, int atk_override = 0, int Msg = 0);
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@@ -1920,6 +1923,8 @@ protected:
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MobMovementManager *mMovementManager;
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uint16 m_merchant_session_entity_id;
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private:
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Mob* target;
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EQ::InventoryProfile m_inv;
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