Stop combat when a Player moves to a Sanctuary area only if there is any PvP combat (it would be nice to keep PvE combat but that's still an issue)
(cherry picked from commit c7974bdf90)
* Scripts/Ebon Hold: Improve cosmetics for q. The Gift That Keeps On Giving
* Improve cosmetics for q. The Gift That Keeps On Giving
* Fixes
* Fix
* Rename 9999_99_99_99_world.sql to 2020_03_07_03_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 41d80f2d43)
* Core/Objects: MovePositonToFirstCollision will now use detour raycasts to determine terrain obstacles
* Added missing includes
* Update Object.cpp
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit d1080af8db)
* Core/AI: Allow creatures to evade
Revert changes that didn't allow creatures to evade anymore no matter how hard a script would try
* PArtially revert 163f44c1b0
(cherry picked from commit 817ae5bca6)
* build on aarch64 with gcc
* Core/aarch64: readability on preprocessor macro
* Core/aarch64: TC C++ codestyle adjustment
(cherry picked from commit ce449f6b53)
* Core/Spell: Proper SPELL_EFFECT_PULL_TOWARDS_DEST implementation for players
Closes ##23203 and also reverts 9a1282a
thnx to xvwyh
* Make it optional
(cherry picked from commit 6067a99632)
* Core/AI: Make charmed creatures follow their owner
* Follow the charmer only when applying the charm
* Make SmartAI follow the charmer
(cherry picked from commit ddf2f60c13)
* Core/Units: UNIT_FLAG_PACIFIED will no longer block victim updates
* pacified units should only have their melee attacks blocked as counterpart to silence mechanics
* Core/Spells: removed unnecessary attack stop call from pacify aura effect handler
(cherry picked from commit 6cbfda2fce)
* Scripts/Gameobject: Move Orb of Command script to SAI.
* Scripts/Gameobject: Move Orb of Command script to SAI.
* Rename 2020_12_23_00_world.sql to 2020_02_28_03_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 0583445c05)
Increase the agent height by x2 to reduce the chance of having underground mmap layers wrongly picked by recast.
(cherry picked from commit 3b0a89a2ea)
GenericMovementGenerator sets the _duration to the return value of spline.Launch(). For cyclic splines, this is the duration of 1 single cycle, while the spline itself never ends.
To support this edge case in GenericMovementGenerator we just never update the _duration timer for cyclic splines.
(cherry picked from commit 7a57029d8f)
* Core/SmartScripts: implement SMART_ACTION_OVERRIDE_LIGHT and SMART_ACTION_OVERRIDE_WEATHER
* Core/Server: correct timestamp format for shutdown/restart notification broadcasts
* remove unexpected changes
* move enum from Common to Util
* Use enum class instead of enum
* Fix width for seconds 0 to 9
(cherry picked from commit 69231581e4)
* Core\SmartAI: implement SMART_ACTION_OVERRIDE_LIGHT and SMART_ACTION_OVERRIDE_WEATHER
* Change the invoker of action to any worldobject
* Revert "Change the invoker of action to any worldobject"
This reverts commit 2e15f72585.
* Add dbc-validations for new actions
* Use GetBaseObject() instead of Creature* for new actions. Add debug-logging
(cherry picked from commit c65ba35269)