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Implements Glyph of Vigilance.
Fixes issue #1134. Thanks Bodompelle for the idea, even thought the fix is rather different.
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Fixes issue #1311.
- Intro event.
- 10 waves including Falric and Marwyn.
- Script based on proposal of Synric on trinitycore forum (submitted by Skarabex on GC).
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Core part of the patch by PrinceCreed.
SQL part of the patch by sinka.isi.
Fixes issue #1965.
Closes issue #1004.
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Code Style cleanup
Fix linux compile
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Fixes #1767, closes #1772 (and the other ones already merged into it)
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Merge from old TC-2.4.3 repository, original patch by krz.
Fixes issue #954.
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"!=" --> " != " (when needed)
" !=" --> " !="
"!= " --> "!= "
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">=" --> " >= " (when needed)
" >=" --> " >="
">= " --> ">= "
"<=" --> " <= " (when needed)
" <=" --> " <="
"<= " --> "<= "
" ==" --> " =="
"== " --> "== "
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"( " --> "("
" )" --> ")"
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"if(" --> "if ("
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"while(" --> "while ("
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"for(" --> "for ("
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jesper.vortex.
* Closes #946.
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#394. Closes issue #748. Closes issue #938. Rejoice, new era of server-side spells has begun!
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Added const Creature* ToCreature()
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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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Implement support for modifiers changing rune regeneration rate
Apply all spells from Improved Unholy Aura
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* Credits (in no particular order) to:
* n0n4m3, raczman, manuel, Spp, Malcrom, Teacher, QAston, Tartalo,
* thenecromancer, Xanadu, Trazom, Zor, kiper
* Additional credits to:
* TOM_RUS and NoFantasy from MaNGOS
* Thanks for testing Aokromes and XTElite1
* SoTA still needs some work, but is very playable (huge thanks to raczman and
* kiper)
* To upgrade, you need to apply all SQL from sql/updates/3.2.2a_old from the
* last rev you are on
* and then apply all SQL from sql/updates/3.3.2_old to char / realmd / world
* DBs
* Known problem with guild banks.
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script integration into core.
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SpellAuraInterruptFlags, move IsRemoved check to Aura::UpdateTargetMap
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*Remove not blizzlike hack for Vanish (it should not remove delayed spells from player)
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*Add some safety checks to area aura target map update.
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talent aura is removed.
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*Fix a stupid typo which caused memory leak in Unit::RemoveOwnedAura
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saves lookups in spellstore for entries we already have.
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*Apply aura stacking rules to m_ownedAuras holder.
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real problem.
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bring whole northrend to Dalaran anymore:)
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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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that. Thanks Kiper.
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parachute but not dismounting you.
Also switch around the condition inside the if statement to fit the standard.
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