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running in NetworkThread
(cherry picked from commit 9711dd3f706a30d23f57b259765837b71292d09e)
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Allow to use .tele in combat only to players who can be GMs (even if they have .gm off)
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Also, some anti-annoyance treatment for dot tele.
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a creature they were in combat with. Closes #21177.
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fix legacy bugs exposed by it:
- Triggers can no longer have a threat list (this may expose some ugliness in old legacy scripts)
- Threat entries are forced to OFFLINE if the AI refuses to attack the target
- Clean up passive creature evade behavior to be more consistent
- Fix a months old issue in spawn group management that would cause "Inactive" to incorrectly show in .list respawns for system groups outside of map 0
- Valithria script cleanups, remove old hacks and make it work with the new system. Closes #21174.
- Some strings cleanup
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Closes #19978
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- PvE combat is now always mutual. UNIT_FLAG_IN_COMBAT is backed by actual references to the units we're in combat with.
- PvP combat is now also tracked, and almost always mutual; spells like Vanish and Feign Death can break this rule. That means we can easily determine a list of players we're fighting.
- By extension, IsInCombatWith now has sensible behavior when invoked on nonplayers.
- Threat and combat systems are no longer the same.
- They still have an enforced relationship (threat implies combat - clearing combat clears threat)...
- ...but we can have combat without threat. A creature (with threat list) isn't considered to be engaged until it has an entry on its threat list...
- ...which means we can now faithfully replicate retail engage behavior. Combat on projectile launch - engagement start on projectile impact. Yay for progress!
- AI method refactor, as already ported in 6113b9d - `JustEngagedWith`, `JustEnteredCombat` and `JustExitedCombat`.
- Vehicle threat is now properly pooled on the main vehicle body (fixes #16542).
- Various edge case bug fixes for threat redirects (Misdirection "cancelling" Vigilance and similar).
- Target re-selection is now significantly faster.
- Fixed a ton of other smaller edge case bugs, probably.
Closes #7951 and #19998.
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saving invalid date '0000-00-00 00:00:00'
* This makes our tables mysql strict mode conform
Ref #21113
(cherry picked from commit c2aead1da5b6cb9a3a69e276b3f12a2c76b9ab86)
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Closes #21165
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casting Frenzy after a wipe despite Oghan being alive. Closes #21158.
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Closes #21161
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Closes #19802
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- No longer a Elixir since patch 3.2
By DanVS, closes #21162
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Closes #21159
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is achieved
Closes #21155
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- Added missing _Reset
- Properly register Skyriss summons in SummonList
Closes #21154
Who ordered up an extra large can of whoop-ass?
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- Unassigned spell script for 25-man difficulty
- Didn't remove aura on 25-man when tentacle killed
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thanks @shenhuyong
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By Jildor, closes #19517
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- m_currentSpells and spell would be different in case cancelation of a channeled spell would remove the aura, and aura scripted to cast another channeled spell on remove
- In the above situation, we would lose reference of currentSpell and remove reference from wrong one, this was fixed by clearing the pointer before spell cancelation.
Closes #20172
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Closes #21109
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CreatureAI.h.
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only make sense for Creatures anyway.
Also change a very ugly hack in GetDialogStatus. Ew.
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Closes #21149
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Add support to char* array showing the string value instead of the pointer address
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(cherry picked from commit 38baf3800b0506f3ee28238e3ee87d43be63ca76)
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Best wishes for the new year.
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now called CreatureAI::JustEngagedWith. There's also two new methods on UnitAI, though they're never invoked right now.
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Core/Spell: The giant CastSpell unclusterfucking (that's a word now) of this generation.
- CastSpell now always takes three arguments - target, spellId, and a struct containing extra arguments
- This struct (CastSpellExtraArgs, see SpellDefines.h) serves as a conglomerate of every previous combination of the 20 billion different CastSpell overloads, all merged into one
- It has some great utility constructors - check them out! All of these can be used to implicitly construct the ExtraArgs object.
- A gajillion refactors to make everything behave the way it always has
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Closes #20504
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- Bosses need to be affected by tank debuffs (ie Thunder Clap, Judgements of the Just, Infected Wounds, Frost Fever)
Ref 8ecde2f96b2b9a7f6e5cf49f1d16867bb571b886
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