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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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EventAI: New Actions:
*ACTION_T_MOVE_RANDOM_POINT: _param1, determines the range that can be the random point.
*ACTION_T_SET_STAND_STATE: _param1, determines the stand state using the enum UnitStandStateType.
*ACTION_T_SET_PHASE_MASK: _param1, determines the phase mask.
*ACTION_T_SET_VISIBILITY: _param1, determines the visibility state using the enum UnitVisibility.
patch by manuel
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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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16 parameters.
*Add a safety check to prevent knocking players off of transports, just in case they die while on one.
*Fix a couple incorrect spell defines.
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*[8476] Revert some recent cleanup changes, some other fixes and cleanups. Author: VladimirMangos
*[8489] Fixed player visibility update in case view point different from player itself. Author: SilverIce
*[8493] Avoid unexpected multiply error messages at wrong `quest_template`.`RewSpell*` Author: VladimirMangos
*[8496] Resolve some #include cycles and unsafe code.
* Common.h -> Threading.h -> Errors.h -> Common.h
* Remove reduncdent #include "ByteBuffer.h" in headers
* Remove redundent #include "Auth/BigNumber.h" in headers
* Avoid multyply data copy at use some now dropped functions in BigNumber.
* Avoid copy fixed byte count from byte arrays with unknown real size created from BigNumber.
* Avoid possible problems for build mangos at different platform or compilers. Author: VladimirMangos.
*[8501] Apply code style and cleanups to some Player functions. Author: VladimirMangos.
*[8502] Disable quests related to specific game events at startup if event not active. Also rename member boolean variable. Author: NoFantasy
*[8506] Add check for IsAutoComplete() in SendPreparedQuest().
For cases where quest is repeatable but has Method!=0, QuestDetails must be sent instead of RequestItems.
Some additional code cleanup. Author: NoFantasy
*[8507] Check amount of spawned pools before decrement to avoid unexpected result. Also rename variable to more meaningful name. Signed-off-by: NoFantasy <nofantasy@nf.no>
Thanks to Stryker and onkelz28!
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before getting me to push them ogeraisi)
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VladimirMangos
Thanks to Zor for pointing.
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ACTION_T_SET_INVINCEABILITY_HP_LEVEL. Author: VladimirMangos
Action set min. health value that can be set for creature in result damage apply.
It can be used in duel like events with creatures to prevent killing creature and other
cases when creature must avoid damage at some health level while it used.
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Check event chance after timers advances othewise event is
not scheduled to next time period and event chance is again
checked on next AI update.
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scripting cases. Author: NoFantasy
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[8046] Use float for store AttackDistance as expected by using calls. Author: NoFantasy
[8045] Cleanup expression. Author: VladimirMangos
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EventAI. Author: NoFantasy
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EventAI. Author: VladimirMangos
Its can be used for check specific spell auras stack size for event triggering.
[8017] Always reset creature EventAI phase at creature death.
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VladimirMangos
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it from C++ scripts also. Author: NoFantasy
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start/stop melee combat state for creature at start/stop movement in combat. Author: VladimirMangos
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Very big patch. May cause bugs.
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possibility set ranged fire state. Author: VladimirMangos
Also related cleanup code in field cases and player Player::SetSheath.
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Author: Alex
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for help in some script cases. Author: VladimirMangos
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event ai loading. Author: VladimirMangos
Including:
* Fixed check for EVENT_T_SPELLHIT school field. Add check at loading. Note: this event expect before and now schol _mask_ in param2.
* In EVENT_T_RECEIVE_EMOTE use original player condition check code instead copy of related code.
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structures. Add/fix some loading checks. Author: VladimirMangos
* Also send to process function reference to strucutre instead large amount fields.
* Specially note that fixed check for first arg of action type 27 that before wrongly test as quest id,
when by using code expected creature id. Possible some used data wrongly can be quest ids....
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re-enter if leave by some reason). Author: VladimirMangos
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