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Re: Syncing or changing BuildingGameObj 'IsDetroyed' state for clients [message #482899 is a reply to message #482894] Thu, 01 August 2013 08:24 Go to previous messageGo to previous message
Omar007 is currently offline  Omar007
Messages: 1711
Registered: December 2007
Location: Amsterdam
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Hmm it actually seems the restore building 4.0 function kinda does what I had in mine.
Sadly I'm seeing a lot of new functions in your code from which I have no idea what it does aside from an educated guess.

PS. I believe you should delete the BIT_CREATION. The Restore_Building already sets the BIT_RARE.
PSPS. I've never had to damage a building for it to sync with a client...

As I said it has been a very long time but based on my old code I would think it would be something like this in 4.0... :/
void Revive_Building(GameObject *Building)
{
	if (Building == nullptr || !Is_Building_Dead(Building)) return;

	Restore_Building(Building); //Scripts API call already sets BIT_RARE and I assume Set_Is_Destroyed does the 0x778 offset bool or something similar.

	float max = Commands->Get_Max_Health(Building);
	Commands->Set_Health(Building, max);

	//The remaining stuff; restore power, harvester, w/e
}


But I really have no idea why that wouldn't work tbh, sorry Huh
I'm almost 100% sure that old code I dug up used to work under 3.4.4. (I may have my files organized/archived but that doesn't mean I remember if it all worked for a 100% xD )


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg

[Updated on: Thu, 01 August 2013 08:27]

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