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path: root/src/game/SpellAuraEffects.cpp
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2010-02-01Fix quest : Death From Above. Thanks clement.roussel for original patch.Trazom62
Fixes issue #592. --HG-- branch : trunk
2010-01-28Fix Script Naxxramas/Kel'Thuzad. Thank PrinceCreed, Scazzato88 and Gyullo.Trazom62
Fixes issue #486. Fixes issue #511. - fix kel'thuzad not casting when entering phase 2. - fix crash when casting Detonate Mana. --HG-- branch : trunk
2010-01-24Add support for Maelstrom Weapon to prevent melee attack interruption when ↵thenecromancer
affecting spells --HG-- branch : trunk
2010-01-24Send SMSG_SPELLORDAMAGE_IMMUNE when target is immune to periodic aura tickthenecromancer
--HG-- branch : trunk
2010-01-24Fix some reactive/shapeshift based talents being active in spec they are not ↵thenecromancer
learned in --HG-- branch : trunk
2010-01-24*Do not keep area aura targets in combat with aura ownerQAston
*Add some safety checks to area aura target map update. --HG-- branch : trunk
2010-01-23* Remove CellLock class and all cell-level thread locking.XTZGZoReX
** 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. --HG-- branch : trunk
2010-01-23Fix Unrelenting Assault applying debuff to non-player targetthenecromancer
--HG-- branch : trunk
2010-01-21Change temp threat aura mods to use temp threat modifier instead of ↵thenecromancer
"asisting" it's threat value over all references. --HG-- branch : trunk
2010-01-20* Wintergrasp removal -- part 4: "How deep does the cancer run?"Brian
--HG-- branch : trunk
2010-01-19*Integrate Script system to CoreRat
-added ScriptMgr for loading scripts -removed bindings -moved script system to src/game -moved scripts to src/scripts -VC project files updated -cmakes updated (not 100% done yet) NOTE to Devs: -file locations changed -precompiled renamed to ScriptedPch -ecsort_ai renamed to ScriptedEscortAI -follower_ai renamed to ScriptedFollowerAI -guard_ai renamed to ScriptedGuardAI -simple_ai renamed to ScriptedSimpleAI -sc_creature renamed to ScriptedCreature -sc_gossip renamed to ScriptedGossip -sc_instance renamed to ScriptedInstance *use the new headers in scripts, thank you NOTE to ALL: cmake not fully tested, please report any errors with it could make creashes, incompability USE AT YOUR OWN RISK before further tests!! --HG-- branch : trunk
2010-01-16Updated copyright for new year.n0n4m3
--HG-- branch : trunk
2010-01-13* Merge.XTZGZoReX
--HG-- branch : trunk
2010-01-13Backed out changeset: 52e769d95f14XTZGZoReX
--HG-- branch : trunk
2010-01-13* Fix CRLF.XTZGZoReX
--HG-- branch : trunk
2010-01-13Removed all my commits for today, this is hack? really? okeyn0n4m3
--HG-- branch : trunk
2010-01-13Fixed high damage exploitn0n4m3
--HG-- branch : trunk
2010-01-13Fix character sheet showing wrong values for weapon dependant damage modsthenecromancer
--HG-- branch : trunk
2010-01-13Implement vehicles created by player mounts.thenecromancer
Original idea by Elmaster, packet research by Wrong, ty. --HG-- branch : trunk
2010-01-13Implement effect for aura #243 (temporary faction change)thenecromancer
--HG-- branch : trunk
2010-01-13Add support for additional passive for FORM_MOONKINthenecromancer
--HG-- branch : trunk
2010-01-10Fixed quest Catch and Release, some fixes for Tag Murloc spell.Astellar
--HG-- branch : trunk
2010-01-10*spell_linked_spell entry for Deterrance. Resolves #237.QAston
--HG-- branch : trunk
2010-01-10*Tabs to spacesQAston
*Fix a type in CreatureEventAI.cpp from last rev --HG-- branch : trunk
2010-01-10Update aura system:QAston
* 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 --HG-- branch : trunk