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implemented Condition System
all systems should work like before
after applying the sql converter you won't be able to apply any Updatepacks (<=up30) so do updates before this
this revesion is not threated as stable!
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"if(" --> "if ("
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auto_ptr(ACE_Refcounted_Auto_Ptr) for QueryResult pointers.
Use this auto_ptr for every DB queries(except QueryNamedResult yet).
This patch guarantees NO memory leaks from QueryResult pointers.
Thanks to raczman for the idea and for the helping to make this patch.
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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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*Cleanup, and don't consider creatures to be in combat if they have no victim, or if their victim is a GM.
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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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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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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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* Better integration creature event ai strings.
* Not inclide in checks as expected max mangos strings range value to range
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Author: NoFantasy
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NoFantasy
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eventai scripts.
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*Note: three tables are renamed.
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