I've just finished the process of installing and configuring the development environment. Next thing is offcourse to log in, create a char, and see if atleast some thing works.
So far so good, everything looked normal, I picked up the first Q, ran to deathknell, handed it in, etc etc.
Then I wanted to cast smite on some mob, i select a hostile mob, click the cast "Smite" button on my actionbar, the casting bar loads and finishes... and... nothing!
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Server displays this:
WORLD: got cast spell packet, spellId - 133, cast_count: 0 data length = 16
Sending SMSG_SPELL_START id=133
Sending SMSG_SPELL_GO id=133
WORLD: got cast spell packet, spellId - 133, cast_count: 0 data length = 16
Sending SMSG_SPELL_START id=133
Sending SMSG_SPELL_GO id=133
The world debug line is generated in /game/SpellHandler.cpp
- Code: Select all
DEBUG_LOG("WORLD: got cast spell packet, spellId - %u, cast_count: %u data length = " SIZEFMTD,
spellId, cast_count, recvPacket.size());
So far so good, atleast a spell id is received. Then this method is called:
- Code: Select all
sSpellStore.LookupEntry(spellId);
Now my headaches start. How do I debug everything that follows? My C# background has left me spoiled - being able to debug everything at "debug-time". Do I really need to add textual logging of "everything", recompile and reset the server? Is there a smarter way of doing things?
Edit: also partly confusing to me is the fact that casting is possible on the nostalrius TBC server. How could it, if the codebase is the same.