Age | Commit message (Collapse) | Author |
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red without a reason
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compatible api)
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format argument instead being templated on it to slightly improve compile times and reduce executable size
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(cherry picked from commit 426513ec8e154df7c13ba98371513dd9f6d2cb9d)
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The names are a bit unhandy. Rename them (shorter but still meaningful).
GetGameTimeSystemPoint() -> GetSystemTime()
GetGameTimeSteadyPoint() -> Now()
Also add 2 new typedefs:
typedef std::chrono::steady_clock::time_point TimePoint;
typedef std::chrono::system_clock::time_point SystemTimePoint;
Closes #25042
(cherry picked from commit 896b68d5c297b06587645caebc98b704978ecaa7)
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(cherry picked from commit 573ddf4d22564d022e30807c5ba2c6eb1a2c8b2e)
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Partial revert of commit b64c5043140dc7b7908e259e441de16cc0261320
See discussion on https://github.com/TrinityCore/TrinityCore/commit/b64c5043140dc7b7908e259e441de16cc0261320
(cherry picked from commit b75ff7d4bf13fb4778843c99521223becc096ca0)
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Ref #14274
(cherry picked from commit b64c5043140dc7b7908e259e441de16cc0261320)
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port
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- priceRatio is already a factor
(cherry picked from commit 4a654be2fbb1857f31180f8d4edca91f7825c34a)
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(cherry picked from commit c36854677c4cef0c83a81afa23b45ba322d354cc)
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- Use AuctionHouseBot.Class.* for what they really are, priorities, factor them when calculating item amount per class, changed enums to CONFIG_AHBOT_CLASS_*_PRIORITY to reflect this change
- Don't factor in the priority calc empty item lists:
* Let's say you had AuctionHouseBot.Class.Glyph set to 10, sum of AuctionHouseBot.Class.* is 20, and AuctionHouseBot.Items.Amount.White is 5000
* If there were no glyphs on the item list, you automatically lost 50% of the total item amount, meaning only 2500 of original 5000 were alloted to fill
- Fixed AuctionHouseBot.AH.Price.Ratio to be an actual percentage factor
- Separated containers in SellerConfiguration, each one better reflects what kind of data is stored there, now we won't use magic index 0 from _ItemInfo :P
- General cleanup, removal of bad voodoo and magical numbers
- Use unordered_sets for loading item lists, as they were only used to check for item presence
(cherry picked from commit 7f8bfe68d0f660643c8bd4c63d2129d220c2184c)
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house is now back in business.
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given using bonus lists
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auto happy = new year(2019);
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(cherry picked from commit bed369e7c8d0ef848f710bac9b8ceacc3cbe38a2)
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auto happy = new year(2018);
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* Implement item bonuses in vendors.
* Implement the PlayerConditionID and IgnoreFiltering DB columns.
* Fix loading referenced vendor items
* Allow adding bonuses in .npc add item command
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(cherry picked from commit 6dc0a9f04ad62e3bb7165a210b894d177ceffc05)
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* ObjectMgr.h
* Player.h
* Unit.h
* G3D should no longer propagate everywhere from Spline/MotionMaster
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* Mostly aimed at removing Log/DatabaseEnv includes from other headers
* Fix most packet headers including other packet headers - moved common structures such as ItemInstance to their own files
* Moved SAI function definitions to source files (massive or requiring many different dependencies)
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Happy new year
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Ref #18423
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Eliminates edge cases with low values that would round to zero
due to using uint32 in the calculation of sell price and buyout price.
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Updated AuctionHouseSeller to have item class stack control
(cherry picked from commit bddf9ec6febc9a77308d074bd10db2ddec4b48d5)
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Happy new year (Again new year with idiots ...)
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enums to reflect a better standardization
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Happy new year
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* Implemented item modifiers
* Implemented item bonuses
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Signed-off-by: Nayd <dnpd.dd@gmail.com>
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Core/AH: AHBot related fixes
(cherry picked from commit 248847290ae11478d51decdc605691311dc934c5)
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