UNIT_FLAG_NON_ATTACKABLE makes ingvar become a invalid target and lose threatlist, so me->IsThreatened() will return false.
We dont need it at all, since UpdateAI will handle evade already.
(cherry picked from commit 71dde16ce9)
Higher distance showed in my sniffs is 48 yards (rounding 50 yards). If someone find more then that, please let me know.
Ty killerwife
(cherry picked from commit fd69c133b1)
Allow to specify different Recast settings for different maps, currently handled in GetMapSpecificConfig() as a switch statement.
Set walkableRadius to 0 in Blade's Edge Arena (Map ID 562) so the pets can walk on the thin rope between the bridge and the pillar.
(cherry picked from commit e4658a1307)
Fix assert triggered when a spell would trigger another spell in OnEffectHitTarget that would kill the target, then processing the main spell effects. The triggered spell can kill the target, changing its death state to CORPSE and removing auras created.
Fix#22306
(cherry picked from commit 518e6299ca)
Change again how SOAP is stopped if SOAP successfully binds but worldserver fails to bind its sockets.
A crash remains if SOAP fails to bind because it calls exit() and that triggers asserts everywhere.
(cherry picked from commit d05ab073cb)
Fix worldserver entering a loop when having SOAP enabled but failing to bind both SOAP and worldserver listened socket. SOAP thread would keep trying to bind the socket over and over checking World::IsStopped() condition that was never set to true
(cherry picked from commit 85e3169fbd)
* Core/AI: Revamp how UnitAI changes are applied
Revamp how UnitAI changes are applied by storing current AI in a variable and all previous AIs plus current in a stack.
The callers can push/pop AIs on the stack that will take effect only in next Unit::Update() call.
The current AI will be a valid object for the whole duration of Unit::Update() and until next Unit::Update() call.
* Core/AI: Apply new AI change code
* Core/AI: Fix build
* Core/AI: Fix crash on Creature::AIM_Create()
* Core/AI: Fix crash
* Core/AI: Restore ASSERT
* Core/AI: Fix UnitAI not being popped properly when restoring a charmed AI
(cherry picked from commit 8f9654d817)
- split the quest status check, the quest gossips are different
- remove old hardcoded text (deprecated method)
- enumerate already existing DB gossip menu option items
(cherry picked from commit a8558c4361)