- Replace emote magic number by enum
- Added all missing defines from AnimationData.dbc. Minor corrections to existing ones. Standardized some naming and updated cpp files as needed.
- Correct a spell used in AQ
Closes#3787Closes#5095
Scripts/Trial of the Crusader: Some fixes for Beasts of Northrend:
* Add missing MovementInform handler filters for Icehowl
* Remove UNIT_FLAG_OOC_NOT_ATTACKABLE for Beasts of Northrend
* Fix codestyle for Beasts of Northrend
Closes#3193
* Add missing MovementInform handler filters for Icehowl.
* Remove UNIT_FLAG_OOC_NOT_ATTACKABLE for Beasts of Northrend.
* Fix codestyle for Beasts of Northrend.
* Corrected spawns amount, only 4 Skeletons must be spawned not 5.
* Adjusted timers, now they are blizzlike.
* This also includes skeleton resurrection timer.
* Removed hacky code that was replacing spells (they are casted now).
* Implemented "On The Rocks" achievement.
Thanks to Subv for help.
Spline movement controls movements of server-side controlled units (monster movement, taxi movement, etc).
Proper implementation of effects such as charge, jump, cyclic movement will rely on it.
However, need improve our states system before.
Technical changes:
* Added linear, catmullrom and bezier3 splines which based on client's algorthims. They can be reused for proper transport position interpolation.
* Precission increased. There are no more position desync issues since client's position calculation formulas used.
* Now possible to move by paths with multiple points, send whole path to client.
--
Original author of research and implementation: SilverIce. Massive kudos.
Original port for Trinity (ref #4629) Chaplain and Venugh
With the following incremental fixes during my review:
- Restore flightmaster end grid pre-loading
- Fix uninitialized Creature::m_path_id
- Add missing trinity_string entries for .movegens command
- Fix a bug in WaypointMovementGenerator that would trigger unexpected pausing at waypoints for various amounts of time
Known issues:
- Errors like WaypointMovementGenerator::LoadPath creature XXX (Entry: YYYYY GUID: ZZZZZZ) doesn't have waypoint path id: 0.
This is caused by bad DB data. This commit didn't "break" it.
Do not forget to re-run CMake before compiling.
- Move achievement Shocking! to appropriate boss script instead of instance script.
- Split the polarity spellscript into two and move to proper boss file
- Fixed a typo in Loatheb's spore achievement.