| Age | Commit message (Collapse) | Author |
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eeeevil, use UpdatePosition. It was there just for old scripts compatibility.
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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)
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Set in front modifies only the serverside orientation, use with care.
Also check for current focus to prevent things like incorrect damage on casting creatures (ie dragon breath direction change in your face because of some taunt missclick)
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use true as default value since pretty much all the script calls will expect that
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3a0cb90ea994e82dd8c70888fb847082f738d5dc
Loken still need ClearUnitState Hack to DoMeleeAttackifReady work
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- Moved SetBoundary to public scope to allow for greater flexibility (ie set from external script)
- Extended to allow checking inverted boundaries
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Thanks Jackpoz
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- UNIT_STATE_CASTING removal not needed for movement now, but it's needed for melee attacking
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Thanks ariel-
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- Remove script hacks no longer needed
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* In the existing core script, Willix the Importer in Razorfen Kraul says
"Help! Get this $n off of me!" (showing the $n part in his SAY text)
instead of naming the attacker when using his 'SAY_AGGRO1' creature_text.
* With this commit change, unit target is no longer missing for Talk,
making Willix name the attacking unit when he shouts for help.
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Closes #19464
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Even on 3.3.5. What's PCH for?
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CID 1373466
CID 1373481
CID 1373482
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*Also fixed issue that make Baltharus summons alot of clones when he is casting
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Closes #19400
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*Clones not working after wipe
*Changed Clone Action for a event (to check casting)
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Closes #18925
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* Scripts: Minimize duplicated enum names in header files
This reduces the number of cache resets with the Zapcc compiler
- Standard followed is instance/raid TLA + DataTypes/CreaturesIds/etc
- Partial cherry-pick of master commit 7eb4512eee5fc04994e2aa55126ccc97a8393506
- Removed unused defines in sunken_temple.h (the core scripts using these have been moved to SAI)
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- Stop exposing DoublePosition constructor versions, they're only used for internal representation
- Moved IsInBounds function to public scope
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- Added an auxiliary function IsInBounds to base CreatureAI
- Changed container to vector. Set had no sense because we're storing new pointers, they have different addresses even if the boundary is the same
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closes #19333
* Rename 9999_99_99_99_world.sql to 2017_99_99_99_world_335.sql
- file affects creature removed in patch 4.0.3a
* Update Creature.cpp
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Closes #4427
Closes #7091
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- Codestyle/indent fixes
- Added ObjectData for some GOs
- Added GetUlduarAI to creatures
- Fixed possible out-of-bounds access in boss_razorscale_controllerAI (boss AI number beyond allocated boss size)
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(#16290)
Core/Spells: Fix wrong distance calculations in AoE spells.
Pull request #16290 by chaodhib.
God bless, finally.
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.server motd
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Closes #19322
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- Codestyle/indent fixes
- Use of DoorData and ObjectData
- Added GetZulamanAI for creatures
- Moved bosses to BossAI
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Closes #19287
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minor code refactors
Closes #19299
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boss) (#19076)
Closes #5114
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Closes #14616
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Very partial cherry pick of:
Core/Units: Updated melee/spell hit chance calculation
(cherry picked from commit 61c7161a1069f93948b8b4d80b501d9358b4844c)
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by Keader
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Vengeance/Corruption
- Patch 3.2.0 Notes: Only auto-attacks and Hammer of the Righteous can place the debuff on the paladin's current target(s).
Closes #19239
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update start) (#18910)
- Actions will not be dependent on processing moment
- Increased GameObjects cooldown resolution to milliseconds, fixes arming time of traps to be exactly one second and not something from range (1000, 1999)
- Created GameTime namespace and UpdateTime class and moved there some code out of world
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- ToPlayer() should never be null in this context
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Closes #19227
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