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"( " --> "("
" )" --> ")"
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"if(" --> "if ("
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This, when properly used, should get rid of most memory corruption issues,
currently, casting types C-style with no checks leads to some abstract crashing.
Functionality is same as with dynamic_cast<>, but with no RTTI check - so when
casting into invalid type you will receive NULL, and most probably crash.
At the same time, i took the liberty to convert most Player* casts to ToPlayer().
Still needs crapload of casts being moved to new facility.
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Thanks to QAston and _manuel_ for research.
Closes issue 522. Closes issue 719.
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*Apply aura stacking rules to m_ownedAuras holder.
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won't survive Unit::RemoveAllAuras.
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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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*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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*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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*Ulduar: do not allow demolisher to regenerate pyrite. Player must shoot down and grab the containers to refill pyrite.
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speedup Author: Ambal
Also some code logic cleanups.
Changes let make more cleanups in base map access and other places,
but this chnages not inlcuded in patch.
*This patch may cause crash.
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*I strongly recommend you not to use this until you get the 313 db. Now all destructible buildings cause client crash.
Source: Mangos
Thanks to TOM_RUS for most work to make this switch possible ;)
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myself using normal radius.
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some crash bugs.
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introducing new crash)
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* Changed mangos website
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