Fixes a client crash when spells hit (or miss) more than 255 targets (it was capped at 256 in 80b61fa584)
Thanks to @joschiwald for finding the mistake
Closes#12733
* Set skinnable flag only after all loot was taken
* Creatures are skinnable only once - after skinning, the player only has to loot the creature again if he did not take all skinning loot
Change behaviour of single target periodic aura ticks to be more blizzlike
Also add some missing handling of SPELL_AURA_MOD_CREATURE_AOE_DAMAGE_AVOIDANCE
Fixes Deep wounds and Chimera Shot Serpent
Remove an ancient hack with Drain Soul, spell id 100001 can now be deleted from spell_dbc table
Allows Rolling dot mechanics and allows DK's to roll diseases with pestilence,
see link for info:
http://forums.elitistjerks.com/topic/82503-frost-dps-in-333this-will-be-a-day-long-remembered/page-88
- Solves issues such as being able to summon creatures inside terrain/gameobjects, being able to fall through terrain by using Shadowstep/Feral Charge (Cat), and much more
Update Position::GetPosition() and similar methods signatures to reflect 2a4c9bcaf9 changes by return a Position object instead of accepting a Position parameter by reference.
Fix some static analysis issues about:
- uninitialized values, most of which are false positives, always initialized before being accessed
- unchecked return values
- dead code never executed
- bad formatting leading to wrong behavior
Please ensure EventMap is never used with event id set to 0 or those events will never execute.
Add an optional parameter "straightLine" to PathGenerator::CalculatePath() which will use raycast instead of path finding and will return only complete path from start to end position.
Implement this new type of path in SPELL_EFFECT_CHARGE , fixing strange behaviors when using Charge with mmaps enabled.
Fix a cooldown issue related to potions allowing Players in combat to use more than 1 potion in a row, especially with high latency.
This also fixes an exploit about using infinite potions in combat just by skipping the client-side check.
The original implementation c064c2e2e1 was missing a check in Spell::CheckCast() about this particular case since Potion cooldown is added only after the Player goes out of combat.
Fixes#1259 .
Fix some static analysis issues about uninitialized values. Most of them are false positives, always initialized before being accessed, while some of them are real issues spotted by valgrind too.