- Allow to set a default duration for the Freeze Aura in worldserver.conf
- Handle the .freeze and .unfreeze command custom effects through the Freeze AuraScript
- Make players able to eventually unfreeze by themselves since the aura will expire without someone having to use .unfreeze
- Make .freeze command usable with the following syntax:
* .freeze (with a targeted player)
* .freeze duration_in_seconds (with a targeted player)
* .freeze playername duration (if duration is an invalid value it will be defaulted to the config one)
* .freeze playername (in this case, duration will be defaulted to the config value)
- Make .listfreeze command able to show the remaining freeze duration on all affected players
Closes#12972
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
Visual studio does not support constexpr
Made semicolon after "Prepare*Script" mandatory - workaround for dumb IDEs inserting extra indentation level after newline
-Fix warnings from -Woverflow on implicit constant conversion.
-Fix warnings from -pedantic.
-Fix warnings from -pedantic.
-Fix warnings from -Wformat.
Two minor changes in addition :
-Replace a defined value equal to 2^31 - 1 by std::numeric_limits<int>::max().
-Remove useless null-check on pointer returned by new. New doesn't returns nullptr on failure, it throws std::bad_alloc.
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 uninitialized values, most of which are false positives, always initialized before being accessed.
Add some asserts and additional NULL checks as sanity checks. Use SpellMgr::EnsureSpellInfo() if the spell id is valid and always supposed to return a valid not-NULL SpellInfo* .