Scatter

03/10/2013 04:29 agathom#1
Hello pvpers

Can someone englighten me here about the scatter issue. When i scatter on huge spawn i get dced..

Heres the code:

Code:
                                case 8001:
                                    {
                                        if (CanUseSpell(spell, attacker.Owner))
                                        {
                                            PrepareSpell(spell, attacker.Owner);

                                            SpellUse suse = new SpellUse(true);
                                            suse.Attacker = attacker.UID;
                                            suse.SpellID = spell.ID;
                                            suse.SpellLevel = spell.Level;
                                            suse.X = X;
                                            suse.Y = Y;
                                            Sector sector = new Sector(attacker.X, attacker.Y, X, Y);
                                            sector.Arrange(spell.Sector, spell.Distance);
                                            foreach (Interfaces.IMapObject _obj in attacker.Owner.Screen.Objects)
                                            {
                                                if (_obj == null)
                                                    continue;
                                                if (_obj.MapObjType == MapObjectType.Monster || _obj.MapObjType == MapObjectType.Player)
                                                {
                                                    attacked = _obj as Entity;

                                                    if (sector.Inside(attacked.X, attacked.Y))
                                                    {
                                                        if (CanAttack(attacker, attacked, spell, attack.AttackType == Attack.Melee))
                                                        {
                                                            attack.Effect1 = Attack.AttackEffects1.None;
                                                            uint damage = Game.Attacking.Calculate.Ranged(attacker, attacked, spell, ref attack);
                                                            suse.Effect1 = attack.Effect1;
                                                            ReceiveAttack(attacker, attacked, attack, damage, spell);

                                                            suse.Targets.Add(attacked.UID, damage);
                                                        }
                                                    }
                                                }
                                                else if (_obj.MapObjType == MapObjectType.SobNpc)
                                                {
                                                    attackedsob = _obj as SobNpcSpawn;

                                                    if (sector.Inside(attackedsob.X, attackedsob.Y))
                                                    {
                                                        if (CanAttack(attacker, attackedsob, spell))
                                                        {
                                                            attack.Effect1 = Attack.AttackEffects1.None;
                                                            uint damage = Game.Attacking.Calculate.Ranged(attacker, attackedsob, ref attack);
                                                            suse.Effect1 = attack.Effect1;
                                                            if (damage == 0)
                                                                damage = 1;
                                                            damage = Game.Attacking.Calculate.Percent((int)damage, spell.PowerPercent);

                                                            ReceiveAttack(attacker, attackedsob, attack, damage, null);

                                                            suse.Targets.Add(attackedsob.UID, damage);
                                                        }
                                                    }
                                                }
                                            }
                                            attacker.Owner.SendScreen(suse, true);
                                        }
                                        break;
                                    }
03/10/2013 04:43 pro4never#2
You're overloading the packet buffer in the client.

If it receives a packet over 1024 bytes it will crash. That's why you must be keeping track of how many targets are hit with an AOE spell and break them into multiple packets as needed.