Quote:
Originally Posted by Korvacs
Well couple of ways you could have done it:
1st: Search the project for the word Check.
2nd: Navigate to CoEmu_v2_GameServer.DMapProcessor.DMap And find the Check Method
3rd: Load the project into debug mode and recreate the problem, the project will then display exactly where the exception has occured.
You need to try harder, learn to use google and your initiative.
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Well, I'm sorry but I am trying my hardest to fix the problem.
here's what I found in DMap.cs:
the Check method:
Code:
public extern bool Check(int XCord, int YCord);
and
Code:
public DateTime LastCheck = DateTime.Now;
and others I found in that project:
Code:
while (!Nano.DmapHandler.Maps[Spawn.Value.Map][COLOR="Red"].Check[/COLOR](MobX, MobY) && asdd < 8)
{
MobX = Nano.Rand.Next((Mob.X - XStop), (Mob.X + XStop));
MobY = Nano.Rand.Next((Mob.Y - YStop), (Mob.Y + YStop));
asdd++;
}
if (!Nano.DmapHandler.Maps[Spawn.Value.Map][COLOR="#ff0000"].Check[/COLOR](MobX, MobY))
return;
I found this part in Monster.cs:
Code:
if (this.Info.Name != "Watcher1")
{
if (this.Info.Name != "Watcher1")
{
if (Nano.DmapHandler.Loaded)
{
if (!Nano.DmapHandler.Maps[(int)Map][COLOR="Red"].Check[/COLOR](X + AddX, Y + AddY))
{
trys++;
if (trys < 2)
{ ToDir = (byte)Nano.Rand.Next(1, 7); goto Go; }
Move = null;
Moving = false;
return;
}
any ideas?