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.
* 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.
* additional output for additem command
when removing items with additem:
if the user provides an amount too large of a negative amount, the command will now output the amount of items that could not be destroyed.
* renamed sql file to hopefully avoid conflicts
* added clarification to failure string
* changed unneeded else if condition to else
* code style; braces
* Update and rename 9999_99_99_99_world.sql to 2019_12_28_01_world.sql
* Scripts/VioletHold: Minor improvements
* Now we can teleport inside with gossip if event is in progress
* Improve HavePlayers() check logic
* Remove a pointless comment
suggested by shauren
* Move CheckWipe function to execute every 3 seconds instead every map update
suggested by Riztazz
* I supose Riztazz forgot add this to repeat every 3 seconds
* Core/GameObjects: Skip LoS checks for traps
* Core/GameObjects: Fix spells cast by traps missing always
* Scripts/Spells: Fix WSG heal buff not healing
The WSG green heal buff is now cast by a GameObject so the spell target should be used to calculate the healing, not the GameObject.
Adapt InstanceScript into newer structure and style
Adapt existing boss scripts into newer structure and style
Improve existing boss related definitions
Should make each boss more functionally reliable, but nothing new has been added
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Unit::StopMoving() is evil, and so is MotionMaster::Clear()
the first can really mess up existing movement generators
the second can interrupt "controlled" movements... can do it literally mid-air