SnapperRy
3d075da504
Core/Creature: update health/mana/damage/armor when changing a creature's entry while keeping the original level.
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Fixes an issue introduced in a6ef9d4 .
2016-09-24 03:50:20 +02:00
treeston
55ac0186cc
Movement/SplineChain: Fix a potential critical bug where resume info returned during an edge case could fail an assertion when used.
2016-09-22 02:57:07 +02:00
treeston
4deeee66bd
d3214a0 follow-up for code style.
2016-09-21 16:49:19 +02:00
treeston
d3214a0012
Movement/SplineChain: Streamline the script workflow for resume info a bit, provide static method that does all the ugly pointer casts for you. Also prevent a nullptr dereference crash if scripts mishandle motionmaster, and canonize Chain == nullptr to signify "no resume info".
2016-09-21 16:22:12 +02:00
treeston
820e843391
Map/InstanceMap: Ease up on a somewhat overzealous error message regarding instance saves.
2016-09-21 15:36:21 +02:00
treeston
3ec1b2f27e
Core/Movement: Fix a DB spline chain overload I missed in 2170541
2016-09-21 01:29:48 +02:00
treeston
2170541a51
Core/Unit: Standardize SetFacingTo and SetFacingToObject behavior while moving. Both now fail while moving unless arg2 bool is true.
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Movement/SplineChain: Bump value range for DB chainId up to uint16 (0 to 65535) from uint8 (0 to 255). Turns out sniffs generate far more chains than I expected.
2016-09-20 20:19:15 +02:00
treeston
4a1a460241
PCH build fix. Again.
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(( Alright, you made me waste 20 minutes of my life on a full nonPCH rebuild of the core now. ))
(( I hope you're happy. ))
2016-09-20 13:23:21 +02:00
treeston
4fa646c0b2
Core/Movement: Add a convenience default ctor to SplineChainResumeInfo, and fix PCH build in some configurations (zzz why do we even keep Appveyor and Travis around).
2016-09-20 12:45:11 +02:00
treeston
6d00d3f283
Core/Movement: Add new SplineChainMovementGenerator that allows accurate replication of sniffed waypoints in static sequences, along with DB facilities that allow loading of waypoints from DB.
2016-09-20 00:37:36 +02:00
Treeston
cf628880d5
Map/Instances: Greatly simplify PermBindAllPlayers logic. ( #17940 )
2016-09-16 13:09:16 +02:00
Naios
600e0be7e1
Core/Scripts: Fix a crash when swapping creatures with pending vehicle join events.
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* Closes #17833
2016-09-15 15:13:57 +02:00
Naios
79adaf4ee0
Core/Scripts: Fix a crash when adding/removing objects from the map while swapping
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* Ref #17833
2016-09-15 15:13:57 +02:00
SnapperRy
c41b4000f9
Fix wrong copy-paste from last commit.
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Sorry.
2016-09-15 13:52:24 +02:00
SnapperRy
4eb799560c
Core/Achievement: do not consider overkill damage for ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE.
2016-09-15 13:50:20 +02:00
SnapperRy
025002b907
Core/Creature: enable pet bar for TempSummons with category SUMMON_CATEGORY_PET.
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Thanks @ariel- for helping with the research (although I'm two months late).
2016-09-14 22:42:47 +02:00
SnapperRy
6586885bca
Core/SmartAI: do not target player's group for SMART_ACTION_CALL_AREAEXPLOREDOREVENTHAPPENS.
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SMART_TARGET_INVOKER_PARTY or SMART_ACTION_CALL_GROUPEVENTHAPPENS should instead be used to achieve this functionality.
2016-09-14 20:28:02 +02:00
treeston
a7afb47633
Maps/Boundary: Some code style clean-up in AreaBoundary code, as well as adding an additional utility overload to IsWithinBoundary (Position const&).
2016-09-14 01:54:15 +02:00
SnapperRy
6f1e823cac
Core/Fishing: implement retail-like fishing skill-up functionality ( #17528 )
2016-09-13 04:16:05 +02:00
SnapperRy
271c16fb60
DB/Quest: improvements for Test at Sea:
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- Prevent player from entering combat when using the quest item.
- The targeted NPCs should only yell sporadically.
2016-09-13 01:44:33 +02:00
ariel-
e0ba5f9ed6
Core/Spell: Updated SpellInfo::GetMaxTicks with all effects capable of periodics
2016-09-12 20:19:06 -03:00
SnapperRy
4164e0cf88
Core/Fishing: ignore required skill when fishing in pools.
2016-09-12 19:37:24 +02:00
ariel-
08e0390d95
Core/Spell: do not cast interrupt effect if the spell did not hit
2016-09-12 12:41:02 -03:00
treeston
f2067d3557
Core/Movement: Fix an edge case crash in HomeMovementGenerator.
2016-09-11 12:41:22 +02:00
ariel-
43846d2d51
Core/SpellMgr: removed some wrong spells from LoadSpellInfoCorrections:
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34754 is actually Holy concentration, and does not proc.
39805 doesn't exist
2016-09-11 00:06:06 -03:00
treeston
1b7eebc7ba
Woops. Thanks, clang.
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Crash fix.
2016-09-10 14:51:13 +02:00
treeston
0e8c2f9032
Entities/Object: Add some Position const& overloads to distance/angle methods for usability.
2016-09-10 14:14:34 +02:00
Rochet2
c52566a888
Core/Scripts: Enhance quest status hook by making it catch more status changes ( #17865 )
2016-09-09 21:11:36 +02:00
treeston
0c2c88ed50
Fine, this time I actually built it. Promise.
2016-09-09 19:48:31 +02:00
treeston
a9f1151f2c
Build fix.
2016-09-09 19:43:29 +02:00
treeston
91c2b3162d
Game/Scripting: Follow-up to b3d44d6. Fix script selection for creatures on difficulty > 0.
2016-09-09 19:37:04 +02:00
treeston
3c32086b81
Core/Maps: Add override to allow InstanceMap const* -> InstanceScript const*.
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Also tighten const-ness on CanSpawn method of CreatureScript.
2016-09-09 18:08:43 +02:00
treeston
62cffd11d0
Core/Conditions: New CONDITION_QUESTSTATE (47). It's the existing quest conditions collapsed into a bitmask value2 because I'm a lazy person that doesn't like having long SQL queries.
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Then use this new condition to fix Sniffing out the Perpetrator for Horde. Tagging issue #17914 .
2016-09-09 17:14:34 +02:00
treeston
b3d44d6c36
Creature/Scripting: Move CreatureAI::CanRespawn to CreatureScript::CanSpawn. Now also applies to initial spawn. Dynamic spawning prep.
2016-09-09 16:21:27 +02:00
treeston
9180bcd404
Derp. Build fix.
2016-09-09 15:03:56 +02:00
treeston
e69a483aa9
AI/SmartAI: Fix an issue where SmartAI creatures would not properly follow their owner on evade. Also fix a bug where creatures with INHABIT_ROOT would get stuck in evade under certain conditions.
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This allows us to fix quest 12261 (No Place to Run). Closes #16291 .
2016-09-09 15:01:42 +02:00
ariel-
19e757af5c
Core/Entities: moved duplicated triggered cast proc check to Unit::ProcDamageAndSpellFor, it was preventing some always triggered auras from proccing.
2016-09-06 22:23:34 -03:00
ariel-
805637cea1
Core/AI: updated SpellTargetSelector::operator() ( #17824 follow-up)
2016-09-05 15:39:30 -03:00
ariel-
932d31598d
Core/Battlefield: container optimization
2016-09-04 19:46:12 -03:00
ariel-
43c071d0c8
Core/Battlefield: fix Wintergrasp defender portal logic
2016-09-04 19:16:45 -03:00
ariel-
bc4b4f656c
Core/Scripts: Implement Flag of Ownership. Closes #12265
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Core/Spells: Implemented TARGET_CORPSE_SRC_AREA_ENEMY. Closes #12803
2016-09-04 07:09:04 -03:00
ariel-
746b838870
Core/Spells / Scripts: Fix Lock and Load. Closes #16731
2016-09-04 04:21:04 -03:00
ariel-
31399d5f34
Core/Scripts: Implement Glyph of Backstab. Closes #7500
2016-09-04 01:31:02 -03:00
ariel-
7470bf6b97
Core/Transport: do not relocate players on board of vehicles when near teleporting. Vehicle should take care of that
2016-09-03 22:00:20 -03:00
ariel-
14445d2202
Core/Misc: calculate rotation fields from orientation in some places it's impossible to get:
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- SmartScripts: SMART_ACTION_SUMMON_GO
- Spell Effects:
* SPELL_EFFECT_DUEL
* SPELL_EFFECT_SUMMON_OBJECT_WILD
* SPELL_EFFECT_SUMMON_OBJECT_SLOT1
* SPELL_EFFECT_SUMMON_OBJECT_SLOT2
* SPELL_EFFECT_SUMMON_OBJECT_SLOT3
* SPELL_EFFECT_SUMMON_OBJECT_SLOT4
- Command Scripts: .gobject add
Closes #17891
2016-09-03 17:31:29 -03:00
joschiwald
7026c7ed7a
Core/RBAC: Added rbac permissions from 6.x branch
2016-09-03 18:18:00 +02:00
treeston
ac62d7156f
Scripts/Events: Globally fix all ExecuteEvent loops to check UNIT_STATE_CASTING after each iteration, instead of just checking it once initially.
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Fixes and closes #17892 .
2016-09-03 17:21:22 +02:00
treeston
a4623efaa6
Core/SmartScripts: Add missing break, 5f43e7b follow-up.
2016-09-02 23:51:46 +02:00
treeston
e9eacae7b2
Merge branch '3.3.5-goshdangitsmartai' into 3.3.5 (PR #17738 )
2016-09-02 23:14:50 +02:00
treeston
96f90381e3
Scripts/SmartScripts: Fix charmed behavior for SmartAI. For real this time.
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- Core AI logic will no longer issue attack/movement commands while under player control.
- Add new SMART_EVENT_FLAG_WHILE_CHARMED (0x200). Any event without this flag won't run while charmed.
- Add SMART_EVENT_FLAG_WHILE_CHARMED to existing actions, except a select subset (movement, talking, and nontriggered casts, pretty much).
2016-09-02 23:11:13 +02:00