* First version of command handler
* Done HandleReviveAllCommand
* Moved command to group subcommonads
* removed empty row
* nullptr check for player target
Use a fixed offset 0.5f instead of full collision height when retrieving floor Z as a full collision height ended up on the floor above a few times. It makes more sense to cast the ray just a bit higher up than using a full collision height (which by default is 2.0f)
* Scripts/UtgardePinnacle: Svala Sorrowgrave Ritual improvements
* remove unneded fall
thx @offl
* apply @Ovahlord feedback
* prevent svala fall (visual) when ritual start after wipe
* svala should be disarmed before teleport when ritual start
* apply @Ovahlord feedback
* Use DoCastSelf
* Remove unneded AttackStart when finish ritual
* Use SetDisableGravity properly
Attempt to fix players getting stuck after dying caused by a hack that calls SetControlled(true, UNIT_STATE_ROOT) by calling the opposite when a dead player leaves the instance, i.e. on releasing.
Close#24458
Add a second parameter to SetCorpseDelay() that specifies if Rate.Corpse.Decay.Looted setting should be ignored, false by default (aka don't ignore by default).
Add a second parameter to SMART_ACTION_SET_CORPSE_DELAY to specify if Rate.Corpse.Decay.Looted should be included, false by default (aka ignore by default).
* Core/SAI: Add new action SMART_ACTION_SET_HEALTH_PCT
Add new action SMART_ACTION_SET_HEALTH_PCT (142) with one single parameter "percent" to set the Unit health.
Close#25317
* Do not allow 0%
* Core/Creature: Add new db field InteractionPauseTimer
Add new db field InteractionPauseTimer to allow to define different interaction pause timers for each creature (the previous system was a global setting in worldserver.conf Creature.MovingStopTimeForPlayer)
* Set all columns in creature_template_movement as optional (can be NULL, default NULL). Fill only the columns that should override the default C++ value
* Use the InteractionPauseTimer value throughout the code instead of Creature.MovingStopTimeForPlayer
* Handle InteractionPauseTimer set to 0 as "don't stop at all"
* Implement InteractionPauseTimer in creature_movement_override
creature_movement_override allows NULL values, in which case the values from creature_template_movement will be used for those columns that are NULL, falling back to default C++ values if creature_template_movement has NULL values too (or no rows for the creature)
* Read default InteractionPauseTimer from worldserver.conf
* Rename 2021_99_99_99_world.sql to 2021_01_22_00_world.sql
* Core/logs: added xp info on login & logout
* - Moved getters to header
- Changed %s to %u
(cherry picked from commit bb24c6a11b)
# Conflicts:
# src/server/game/Entities/Player/Player.h
# src/server/game/Handlers/CharacterHandler.cpp
# src/server/game/Server/WorldSession.cpp