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"( " --> "("
" )" --> ")"
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"if(" --> "if ("
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say, yell, emote, whisper, channel use, trade, auction, mail, tickets
By azazel. Closes issue #598
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SendPlayerNotFoundNotice. thx TOM_RUS.
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script integration into core.
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** It was wasting CPU power as cell-level locking is not needed.
** Our multithreading is on map-level, not cell-level.
** CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data.
** Some minor cleanup in Cell::Visit/Map::Visit.
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*Fix a type in CreatureEventAI.cpp from last rev
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* Change system logic - unify Auras, AreaAuras and PersistentAreaAuras:
* Aura has now its owner - which is the WorldObject, which applies aura (creates AuraApplication object) dependant on aura radius, and effect type
* Owner can be Dynobj (DynObjAura class) for PersistentAreaAuras, or Unit (UnitAura class) for Area and nonArea auras
* Aura data is shared for all units which have AuraApplication of the Aura
* Because of that AuraEffect handlers , and periodic tick functions can't modify AuraEffect object (they are const now)
* Remove spell source and AreaAuraEffect classes
* Add AuraEffect::UpdatePeriodic function, to allow periodic aura object modification (target independant)
* Add AuraEffect::CalculateAmount and AuraEffect::CalculateSpellMod function, to allow non-default amount calculation
* AreaAura updates are done in owner _UpdateSpells cycle
* Since now you don't need to wait an aura update cycle to get area aura applied on it's correct target list
* And you can access area aura target list
* Add basic support for aura amount recalculation
* Save recalculation state and base amount of auras to db
* Add AuraEffect::CalculatePeriodic function to determine if aura is periodic, and to set correct tick number after aura is loaded from db
* Add ChangeAmount function in addition to SetAmount function, to allow easy reapplication of AuraEffect handlers on all targets
* Sort aura effect handlers in SpellAuras.cpp and .h by their use
* Add check for already existing aura of that type to some AuraEffect handlers, to prevent incorrect effect removal
* SPELL_AURA_CONVERT_RUNE and MOD_POWER_REGEN and MOD_REGEN hacky handlers are now implemented correctly
* Send aura application client update only once per unit update - prevent unnecesary packet spam
* Fix ByteBuffer::appendPackGUID function - it added additionall 0s at the end of the packet
* Fix memory leak at player creation (not deleted auras)
* Updated some naming conventions (too many to mention)
* Added Unit::GetAuraOfRankedSpell() function
* Remove procflags on aura remove, use Aura::HandleAuraSpecificMods instead
* Added functions to maintain owned auras (GetOwnedAuras, GetOwnedAura, RemoveOwnedAura, etc)
* Implement AURA_INTERRUPT_FLAG_LANDING
* Implement EffectPlayerNotification (thanks to Spp)
* Remove wrong aura 304 handler
* Add better handler for death runes
* Remove unnecesary variables from DynamicObject class, and cleanup related code, link dynobj duration with aura
* Add GetAuraEffectTriggerTarget function in CreatureAi for special target selection for periodic trigger auras used in a script
* Add many assert() procection from idiots using some functions in wrong way
* I am to lazy to write here anything more
Thanks to Visagalis for testing this patch
PS: Do not make patches like this, please
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commands of any kind
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performance.
Original Timer.h divided into 2 parts. Shared project has no need to know about GameTime Singleton.
2 Identical structures with different types are now replaced with one generic templated structure and 2 typedefs.
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*comment out all mangos to trinity defines
*this will make merging a little harder, but code will be more clear
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some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget
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different
visibility distances on continents, in BG/Arenas and instances. Author: Ambal
*Some warning cleanup
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Author: arrai
CHECK_PACKET_SIZE was pretty error prone; once it was forgotten mangosd
could crash due to the asserts in ByteBuffer.h. That was exploitable by
malicious players.
Furthermore, there were duplicate checks: Additionally to
CHECK_PACKET_SIZE, the ByteBuffer assertions keept an eye
on not exceeding the packet boundaries - just to crash the server for
sure in such a case.
To prevent memory leaks or other undesirable states, please read in
every handler all variables _before_ doing any concrete handling.
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owner object list
*Cleanups in Aura 1852 and recenlty added glyph code.
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This is also fix triggering ReceiveEmote for EventAI broken at it move to core.
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* Fix a possible crash in if/else checks in channel chat logging.
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config option. Thanks Tiretunderl for reporting.
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* New config option: ChatLogs.BattleGround.
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addon messages, whispers, system/custom channels.
* Added config options to enable/disable them (ChatLogs.*), LogDB.Chat (enables/disables DB logging of chats), and ChatLogFile to specify the log file to use.
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VladimirMangos
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BG raid and normal group / raid. Author: Triply
Patch is tested, but can cause problems / unexpected behaviour.
TODO: set raid leader of battleground raid to raid leader who entered BG
TODO: when player leaves group, he is removed from GroupQueueInfo, and for him is created new GroupQueueInfo in normal queue.
Signed-off-by: Triply <triply@getmangos.com>
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ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE generic support.
Before overflow has been possible at 4294967295 lols for example.
ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE in many cases require check special conditions and targets.
For this allow call it from scripts:
* Add Player::UpdateAchievementCriteria functiona ccessable from scripts
* In emote case it allowed call in form player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE, text_emote_id, achievement_id, target_unit_ptr);
Author: VladimirMangos
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* Changed mangos website
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convert all files at once
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*Mangos [7045]. More correct spell select for creatures if spell PreventionType == SPELL_PREVENTION_TYPE_SILENCE. Also add check for PreventionType == SPELL_PREVENTION_TYPE_PACIFY. By DiSlord.
*Mangos [7046] Do more security level checks in commands using HasLowerSecurity. Make use .account set addon safe for players. By Vladimir.
*Mangos [7047] Fix Draenei race spell add at client switch. By DiSlord.
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