* Scripts/Gameobject: Journal of Jandice Barov- Convert script to SAI. (Thanks to Sunwell)
* Scripts/Gameobject: Journal of Jandice Barov - Update script and move go spawn to bossscript
* Update boss_jandice_barov.cpp
Co-authored-by: Eridium <6587064+Killyana@users.noreply.github.com>
(cherry picked from commit f0bf447cd1)
* Scripts/Kalimdor: Move script of Hand of Iruxos Crystal to database.
* Scripts/Kalimdor: Hand of Iruxos Crystal - Add despawn for gameobject.
* Scripts/Kalimdor: Hand of Iruxos Crystal - Add despawn for gameobject.
* Remove unneeded commentline
* Rename 9999_99_99_99_world.sql to 2020_02_11_00_world.sql
Co-authored-by: Aokromes <Aokromes@users.noreply.github.com>
(cherry picked from commit a67dd6ab60)
* Core/Vehicles: implement vehicle seat addon table to specify seat orientation offsets and exit positions in form of offsets or absolute positions
* converted Traveler's Tundra Mammoth to seat addon table data
* first follow batch
* whoopsie
* Core/Vehicles: go from local copies to pointers
* Update and rename 2020_99_99_99_world.sql to 2020_02_08_01_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 98d6c501d7)
* Remove bad pointer usage from CharacterCache
Use TrinityCore Option type instead which is intended for this purpose. (Wrapper around boost::option until C++17 bump is finalised)
* Unify codestyle regarding TC optional type
Based upon advice from @Shauren
(cherry picked from commit 76831f1f46)
- Split SpawnMetadata off from SpawnData
- No longer allocate Creature/Gameobject objects in ObjectGridLoader just to check their typeid and delete them afterwards
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 9304e496cb)
Fix WaypointMovementGenerator ignoring EscortAI::SetEscortPaused() when talking to a NPC, scheduling a 3 minutes pause on the WaypointMovementGenerator even if it was already disabled with no timer, waiting for the player to select a gossip entry to resume the movement.
(cherry picked from commit a9e534762f)
* according to observations Blizzard is letting creatures do 2 up to 10 spline movements right after each other before waiting for a couple seconds
(cherry picked from commit 78c1216bcf)
We want our movement to be fully updated before even thinking about interrupting anything. The old logic was updating positions, interrupting stuff and afterwards updating movement generators. This way we were ending up with false interrupts.
properly fixes#22908
(cherry picked from commit 02daf1bf3a)
* Core/PathGenerator: Fix path generator returning shortcuts when start and end are on the same polygon
Second try of handling paths on same poly in a better way than just building a shortcut
* Fix movement generators using paths with start/end positions far from mmap polygons
* Include flag PATHFIND_FARFROMPOLY even with a normal path if start or end were far away from mmap poly
(cherry picked from commit 67d9d04d63)
Temporarily revert 29bf280e34 since our recast implementation always expects a path to have different polygons.
A proper fix will be implemented later on, splitting a path with 1 single polygons in smaller steps in a similar way of how FindSmoothPath() works
(cherry picked from commit 9f8477cd11)
Fix Ominous Clouds being only clockwise, now they move both clock and counter-clock wise.
Add a workaround for GenericMovementGenerator not handling correctly cyclic splines started by MoveCirclePath(), stopping the movement after a single round. The workaround code can be removed once the bug in GenericMovementGenerator is fixed.
(cherry picked from commit c1df161e1d)
* spell_gen_turkey_marker::OnPeriodic: Pop expired stack timestamps from tracking list.
* Be a bit more explicit about the data type of removedCount.
* Formatting nudge.
* Remove brackets.
(cherry picked from commit a0c07655eb)