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standard container naming
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regarding their usage
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script and definitions to Cataclysm
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PrepareAuraScript uses
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Co-authored-by: Shauren <shauren.trinity@gmail.com>
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and control them via conditions (#28159)
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database
(cherry picked from commit 900a2f6d88f7676f5053da33d80981297b07ccde)
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(cherry picked from commit c4741a131a0a28b69c228d3637beab7090e5f1e3)
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UnitAI::DamageTaken (#26787)
* Core/AI: Add DamageEffectType and SpellInfo parameters to UnitAI::DamageTaken
* Update scripts
(cherry picked from commit 0800ab20a8039620fd271a43c173c008af68c22a)
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(cherry picked from commit 60761136e757a0a7b2bbd1d9ee9f6d14fd74a8c4)
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(cherry picked from commit 03c727326dce5d990fd453f42a92300dbd68dc0e)
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(cherry picked from commit 80a4b7f1e2f4baae40f08e87cb8cda0a1db833b9)
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(cherry picked from commit 62594c62f6bb6420ae1c0582ebf52beff4711609)
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UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT)
(cherry picked from commit a34519bded8ae45705e7dddf6346008eea88ed39)
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* Core/Misc: fix double empty line
* worldserver.conf
(cherry picked from commit a32b6b8ac4c81128a56b282f20837fb085bdd9e7)
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* Add "On" to some methods
* Update npc_innkeeper.cpp
* Update zone_borean_tundra.cpp
(cherry picked from commit 41188eb535e445b73909659980257da2939e4be4)
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Remove
TempSummon* SummonCreature(uint32 entry, Position const& pos, TempSummonType despawnType = TEMPSUMMON_MANUAL_DESPAWN, uint32 despawnTime = 0, uint32 vehId = 0, uint32 spellId = 0);
(cherry picked from commit a41f599be72ccc88b13c1cf725f20cee4a5335d7)
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* game/AI: Convert SelectAggroTarget to enum class
* game/AI: Rename SelectAggroTarget to SelectTargetMethod
(cherry picked from commit 418c3b1fd50664aad035bd975a65281e82ba2dea)
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(cherry picked from commit be48fbc32ac49673ce2415b76cb447a61585ed01)
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* Core/AI: refactor SpellHit and SpellHitTarget.
- now caster/target is WorldObject instead of Unit
- remove SpellHitByGameObject / SpellHitTargetGameObject (handled by SpellHit / SpellHitTarget)
- rename parameters in scripts according parent methods
* Restore logic in Algalon script
* Changed check for REMORSELESS_WINTER hit to avoid dublicate call, because it has TARGET_UNIT_CASTER for effects 0/1 and TARGET_GAMEOBJECT_SRC_AREA for effect 2
* Fix build after merge
(cherry picked from commit e3b232fe0e5c21a87d3fe71813e9d750259823f1)
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(cherry picked from commit e660c8bc19198d9e2e912c5243498469f75b0ee6)
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(cherry picked from commit 10ba39e62644c0d071013d50775790307de807c2)
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* Unify Chrono Literals
* Retire IN_MILLISECONDS
* Build fix
* Build fix (sequel)
* Retire urand()
* Edge cases
* Build
* Whitespaces
* More edge cases
* Additional cases
(cherry picked from commit 5b0f4009df4cde413c92c73467ca9a63e79a772b)
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(cherry picked from commit 5bef3e426aea37b0e7555f146037c58e7be6352d)
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Closes #12108 (again)
(cherry picked from commit 7c9722a4ae08b5f283f6a085a411e37604a7da9f)
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argument
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now called CreatureAI::JustEngagedWith. There's also two new methods on UnitAI, though they're never invoked right now.
(cherry picked from commit 6113b9dec2e0081c36c36c2974a28ed0693bc601)
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port
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Following the work done in #19361 this is the cleanup and improvement of the related logic of waypoint management.
Ref 28050f3 #18020
(taking the good parts and ignoring the incomplete work)
(cherry picked from commit 7fff83d67526efff63867d41b9e036a19a9287b3)
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Today, we're moving UNIT_FLAG_IMMUNE_TO_PC and UNIT_FLAG_IMMUNE_TO_NPC to higher-level abstraction so combat manager can react to it.
New methods on Unit:
- void SetImmuneTo<All/PC/NPC>(apply, keepCombat = false);
- bool IsImmuneTo<All/PC/NPC>() const;
(cherry picked from commit 74af880217fc567c9949d7557408718af889402f)
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(cherry picked from commit abea8bf4cb3034f56d833982f951a0742dc36fc7)
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(cherry picked from commit 4b8644d6e6581f13dcb2a965ce77a846017c1431)
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- Changed self-accessor on GameObjectAI to "me", like UnitAI
- Moved all related functions to AI, now Unit and GameObject have the same function names with identical behaviour
- Remove "OnUpdate" from CreatureScript/GameObjectScript, was never used and we already have AI Update method
- Quest methods no longer return a bool, the return value was used to call the AI version if the ScriptMgr one returned false
- Implemented GameObjectAI::Destroyed hook (was never called), implemented Damaged method
- Rename OnStateChanged to OnLootStateChanged to reflect when it's really called, and created a new hook OnStateChanged that only gets called on GOState change
- Since the functions are now only getting called from AI, made GetAI methods full virtual. (CanSpawn method is anyways going to be used on creatures with AI)
(cherry picked from commit f913f3bb8977c127d200d5d4a608ab434b21bbcd)
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(cherry picked from commit 4c4dca6d694bd1064b403a31a5b1c776a326f3ce)
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boss) (#19076)
Closes #5114
(cherrypicked from 8c6fa411e8118752ddbefe8dc022514602859fb9)
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auto happy = new year(2019);
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auto happy = new year(2018);
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Implement boss script for Archmage Arugal
- add yells used in boss event to DB
- use proper spells instead of only melee fighting
- add DataType in shadowfang_keep.h
- add event scheduling in the script
By Riztazz
Closes issue #17916
(cherry picked from commit 2b26894eb1eaf8572f61d303882878659692cdd3)
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