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Ekstasia2
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[SRC] Vanilla Core [latest: r71480]

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7 hours ago, krokogames said:

thanks but i have new error 

can i replace code:  


  template <typename T> T MIN(T a, T b)
    {
        return a < b ? a : b;
    }

    template <typename T> T MAX(T a, T b)
    {
        return a > b ? a : b;
    }

    template <typename T> T MINMAX(T min, T value, T max)
    {
        T tv;

        tv = (min > value ? min : value);
        return (max < tv) ? max : tv;
    }

to:  


 template <typename T> T _MIN(T a, T b)
    {
        return a < b ? a : b;
    }

    template <typename T> T _MAX(T a, T b)
    {
        return a > b ? a : b;
    }

    template <typename T> T _MINMAX(T min, T value, T max)
    {
        T tv;

        tv = (min > value ? min : value);
        return (max < tv) ? max : tv;
    }

 

 

4hEp.png

delete that codes from stl.h and use these:

std::min

std::max

std::minmax

note:

#include <algorithm>

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fix Assertion failed: (!ms_singleton), function singleton, file ./../../common/singleton.h, line 13.

Open service.h
Add:
#define CUNIQUEMANAGER_FIX

Open main.cpp
Find: 
DSManager dsManager;

Add after:
#ifdef CUNIQUEMANAGER_FIX
        CUniqueManager  cUManager;
#endif

Open questmanager.cpp

Find:
pUniqueManager = new CUniqueManager();
master = pUniqueManager->Create("__DEFAULT__");
character = pUniqueManager->Create("__CHARACTER__");

Replace:
#ifdef CUNIQUEMANAGER_FIX
		master = CUniqueManager::instance().Create("__DEFAULT__");
		character = CUniqueManager::instance().Create("__CHARACTER__");
#else
		pUniqueManager = new CUniqueManager();
		master = pUniqueManager->Create("__DEFAULT__");
		character = pUniqueManager->Create("__CHARACTER__");
#endif

Open questmanager.h
  
Find:
	CUniqueManager* pUniqueManager;

Replace:
#ifndef CUNIQUEMANAGER_FIX
	CUniqueManager* pUniqueManager;
#endif

P.S. NO TESTED!!!!

P.S.2 Sorry for my bad english

questlua_unique.cpp

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I did not abandon the project but due to personal rl issues I wasn't able to do much. I'm sorry for the lack of updates. Things will change starting next year. So stay tuned, I'm gonna release a new version once I'm done with the rl stuff.

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