While the UI does not allow changing the loot mode you can still trigger the opcode by running interface scripts which we will now block as well so nobody can ninja-loot anymore.
(cherry picked from commit 49a9cbf20a)
* Adding last state of rivendare rewrite
* Fix aura beeing removed on reset, fix death pact
* Not needed
* SQL: Changed remove/inset into update, fixed delete at conditions part
* Typo
* Remove link spell, fix blank lines, change magic numbers to enum
* Test changes with SpellScript and DoCastSelf
* Revert SpellScript and moved DoCastSelf for the aura into UpdateAI part
* Damn, copyright.
* Fix Unholy Aura
* Fix again (does attack now / does cast if encounter resets)
* Adding handling of the aura to the db
* Rename 2018_99_99_99_world_335.sql to 2019_05_31_02_world_335.sql
(cherry picked from commit ee5101fbf7)
* Core/Misc: don't allow players to use/activate/loot non-allowed gameobjects while under the effect of a damage immunity aura.
* Forgot to change this in last-second rename.
* Apply suggested changes, thanks Shauren!
(cherry picked from commit 8bc5451864)
Implement GetDebugInfo in MovementGenerator, PathMovementBase, FlightPathMovementGenerator, WaypointMovementGenerator.
Add an additional assert in FlightPathMovementGenerator::DoEventIfAny(), the input node must not be null
(cherry picked from commit 9da8123959)
Fix an assertion triggered in SplineChainMovementGenerator happening when a new generator is added while last spline of the SplineChainMovementGenerator is being processed but is not finalized yet.
Fix#23077
(cherry picked from commit 5d7f0eef6e)
* according to sniffs the group update packet for out of range members has a fixed 5 seconds interval instead of spaming packets like crazy for example when updating positions. On 4.x and above this will fix a very nasty and ugly fps drop
* validated with 4.3.4 and 3.3.5 sniffs
(cherry picked from commit 635cefc67e)
* Core/GameObjects: goober gameobjects may reset only if they have a lock id
Tests have shown that Goobers without a lock id (Data0=0) are not allowed to reset their go state such as the teleporters in Ulduar and Icecrown Citadel. The tests has been expanded by checking 4.x goobers as well and the perfect example that confirms that result is the Ancient Bell for Atramedes' intro which also is not suposed to reset after using it.
* Core/GameObjects: allow to reset goobers without a lock id if a reset time is defined
* fixed a typo
(cherry picked from commit a70845c93d)
Add another value to event_param1 for SMART_EVENT_GOSSIP_HELLO to support all cases of OnGossipHello/OnReportUse in GameObjects:
- event_param1 set to 0: execute the action for both OnGossipHello and OnReportUse. This might result in the action being executed twice when clicking the GameObject
- event_param1 set to 1: execute the action for only OnGossipHello
- event_param1 set to 2: execute the action for only OnReportUse
(cherry picked from commit 9e58ef6940)