Milea24 Posted November 1 Share Posted November 1 game/questmanager.cpp Find function: void CQuestManager::Reload() in function: m_mapTimerID.clear(); add after: for (auto& [key, event] : m_mapServerTimer) { event_cancel(&event); } m_mapServerTimer.clear(); Find: for (itertype(m_registeredNPCVnum) it = m_registeredNPCVnum.begin(); it != m_registeredNPCVnum.end(); ++it) { char buf[256]; DWORD dwVnum = *it; snprintf(buf, sizeof(buf), "%u", dwVnum); m_mapNPC[dwVnum].Set(dwVnum, buf); } Change: for (const auto& dwVnum : m_registeredNPCVnum) { std::string vnumStr = std::to_string(dwVnum); m_mapNPC[dwVnum].Set(dwVnum, vnumStr.c_str()); } Find: L = NULL; Change: L = nullptr; Find: void CQuestManager::Reload() { add after: if (!InitializeLua()) { sys_err("[CQuestManager::Reload] Failed to initialize Lua during quest reload."); return; } Find: Initialize(); Change: if (!Initialize()) { sys_err("[CQuestManager::Reload] Failed to execute main initialization during quest reload."); return; } Quote Link to comment Share on other sites More sharing options...
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