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Script based on proposal of Synric on trinitycore forum (submitted by Skarabex on GC).
Fix EventMap::DelayEvents
Fixes issue #1310.
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"!=" --> " != " (when needed)
" !=" --> " !="
"!= " --> "!= "
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">=" --> " >= " (when needed)
" >=" --> " >="
">= " --> ">= "
"<=" --> " <= " (when needed)
" <=" --> " <="
"<= " --> "<= "
" ==" --> " =="
"== " --> "== "
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"==" --> " == " (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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Fixes issue #1073.
Please, post your contribution following our coding style, otherwise I have to
waste a lot of time cleaning up the code
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Thanks for spotting the bug guys:
GL.AntiDiavol, next3x, Aokromes
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microbius51
Cleanup the script
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Fixes issue #1313.
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Better handling of sacrifice target storing his GUID on ScriptedInstance to
share it between npcs.
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3.3.2 Blizzlike change
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Unknown author code contribution from issue #954.
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Violet Stand.
Also required: http://trinitydatabase.org/index.php?/topic/15320-fix-for-transis-shield-bunnys-coldarra/
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to our script writers: please, turn on the brain
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Fixes issue #1132.
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First basic script based on proposal of Synric on trinitycore forum (submitted by Skarabex on GC).
Still WiP with lots of work. In particular, the faction based npc/mob will have to be fixed when they will be spawned in TDB.
Fixes issue #1308.
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* Script at_aldurthar_gate for quests 13315 and 13351.
* Script at_warsong_farms for quest 11686.
* Script at_stormwright_shelf for quest 12741.
Code from ScriptDev2.
Before execute sql updates, apply TDB fix. New Fix Submissions > Core related DB content
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This commit is like that: 7714 / rce505237e4aa
And use const_iterators where it is possible.
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Use correct Unit::GetCreature() instead of Unit::GetUnit() with casting the object to Creature pointer.
Remove some usless casts.
Fix a possible crash in pyrewood_ambushAI.
TODO: Remove ugly cast macros(like CAST_PLR(), CAST_CRE()) from scripts and use the correct ToX() functions(like ToPlayer(), ToCreature()).
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Fixes issue #1382.
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Fixes issue #1347. Thanks Johnholiver.
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Fixes issue #1341.
Fixes issue #1344.
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Fixes issue #336.
Requires DB update.
Still WiP but functional.
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with a C++ cast(reinterpret_cast) and with a type check(isSummon()).
This function is like ToPlayer(), ToTotem(), etc.
This commit is like ede831bdd6f0cff481acc33f269fa7f8c78befd4 / r7496:
http://code.google.com/p/trinitycore/source/detail?r=ede831bdd6f0cff481acc33f269fa7f8c78befd4
As a result, this commit has the advantages and the "disadvantages" too, like r7496.
Please try to be polite if this commit causes some crashes.
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GUIDs are most safer than pointers and in some cases can avoid segmentation faults.
== - ==
Let me show a simple example:
We have a pointer to a creature: Creature *pCreature;
and try to search a creature and store it in the pointer:
pCreature = SearchCreature(ID);
We can check simply if the creature found or not:
if(pCreature)
- if this give true: creature found and we have a memory address which points to the creature
- if this give false: creature not found and this is a NULL pointer
Suppose that we have a valid pointer, so creature found.
We wanna use that pointer somewhere, for example in script phase 3.
But we delete the creature(from world) in phase 1.
In phase 3:
if(pCreature)
pCreature->DoSomeShit();
The if condition gives true, but pCreature points to an _invalid_ address.
In that address maybe have "nothing" or another creature's object or a player or anything else, dont know that.
~~ - ~~
Let me show the correct way:
Creature's GUID: uint64 CreatureGUID;
search the creature and set the GUID:
Creature *pCreature = SearchCreature(ID);
CreatureGUID = pCreature ? pCreature->GetGUID() : 0; // if pCreature is NULL set the GUID to 0
So we have a GUID and not a pointer.
We can get the creature from that GUID:
Creature *pCreature = GetCreature(CreatureGUID);
and we can simply check it is valid or not(found or not):
if(pCreature)
So we deleted the creature in phase 1 and try to use it in phase 3:
Creature *pCreature = GetCreature(CreatureGUID);
And this gives NULL because GetCreature() can't find the creature which GUID is CreatureGUID.
if(pCreature) // pCreature is NULL
pCreature->DoSomeShit(); // DoSomeShit() not called
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Remove some not used variables.
Some clean.
TODO: Should search/fix these in zones scripts.
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AchievementMgr::CompletedAchievement).
Remove support of no longer existing achievement "The Party is Over". Thanks JuliuSZS.
Fixes issue #1318.
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Fixes issue #1034.
- Remove setDisplayID hack and use UpdateEntry to fix Ingvar Kill Credit related achievements.
- code style cleaning.
Requires DB update to set loot from Ingvar Human (23954) to Undead (23980) (in normal and heroic).
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Fix Flame Tsunami aura and visual effects
Author: Gyullo
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