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(cherrypicked from bb3c964e7c0860d4448a065a2d1d37b52704da76)
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above 60
Closes #15734
(cherrypicked from eac9c1f0b992fd3622fd7dd864b2acc2781ec778)
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partial port of:
(ae9d01a3245c59a8a8d50516a79b79250337450d)
(dd1aa64563bfb726e1132a135927a02fbb765454)
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Thanks Kittnz for notice <3
(cherrypicked from 50973e9d6fbf7537ae8d90535b9dfa25e5ce69f6)
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sound on the start of each hour. (#19145)
* Script/GO: Alliance Bell, Horde Bell and Karazhan Bell will now send a bell sound on the start of each hour.
How many times it rings depence on the hour.
* fix little things from pr comments
* Added OnGameEvent
* Fix braces
* almost finished
* fix enum
* Add gameobjects to the game event
Fix override for InitializeAI
* enum squash
* remove braces
* Rename 9999_99_99_99_world.sql to 2017_02_19_01_world.sql
(cherrypicked from 495339a2c7741d0ad56dfbb8756ad6e1e7d19b8b)
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- Possible crashes fixed
- Memory leak fixed
- Implemented checking of vehicle conditions
- Extended eventphasemask to 12 bits (sql required to change DB field type)
- SMART_EVENT_GOSSIP_HELLO - added possibility to detect for gameobject reportUse call
- Renamed action SMART_ACTION_SET_FLY to SMART_ACTION_SET_DISABLE_GRAVITY (to reflect actual functionality)
- Added targetsLimit to action SMART_ACTION_CAST and SMART_ACTION_INVOKER_CAST to limit max amount of targets (selected randomly)
- Action SMART_ACTION_TALK corrected to always work as intended
- Properly call GroupEventHappens in action SMART_ACTION_CALL_GROUPEVENTHAPPENS if invoker was charmed or owned by the player
- Properly utilize followAngle in action SMART_ACTION_FOLLOW (db orientation should be in degrees), but keep backward compatibility
- Added action SMART_ACTION_SET_CAN_FLY (119) 0/1
- Added action SMART_ACTION_REMOVE_AURAS_BY_TYPE (120) AuraType, can be used to exit vehicle for example
- Added action SMART_ACTION_SET_SIGHT_DIST (121) sightDist
- Added action SMART_ACTION_FLEE (122) fleeTime
- Added action SMART_ACTION_ADD_THREAT (123) +threat, -threat
- Added action SMART_ACTION_LOAD_EQUIPMENT (124) equipmentId
- Added action SMART_ACTION_TRIGGER_RANDOM_TIMED_EVENT (125) minId, maxId
- Added action SMART_ACTION_REMOVE_ALL_GAMEOBJECTS (126), removes all owned gameobjects
- Added action SMART_ACTION_STOP_MOTION (127), stopMoving, movementExpired
- Extended target SMART_TARGET_HOSTILE_SECOND_AGGRO with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_LAST_AGGRO with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_RANDOM with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_RANDOM_NOT_TOP with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_THREAT_LIST with maxdist
- Extended target SMART_TARGET_OWNER_OR_SUMMONER to be able to get charmer/owner of current owner
- Added new target SMART_TARGET_FARTHEST with maxDist, playerOnly, isInLos restrictions
- Added SpellHit hook to GameObjectAI and extended SmartGameObjectAI to call SMART_EVENT_SPELLHIT when gameobject is hit by spell
- Call GameObjectAI Reset hook on gameobject respawn (for ex. to reset one time events in smart scripts)
- Fixed some logic errors in code
- SmartAI Escorts properly despawn escortee if no players are in range
- Disable Evading while charming creature with SmartAI
- Don't call SMART_EVENT_RESPAWN for dead units before they actually respawn
- Don't call SMART_EVENT_RESPAWN for not spawned gameobjects
- Properly call SMART_EVENT_RESPAWN for gameobject respawn
- Allow action SMART_ACTION_SET_IN_COMBAT_WITH_ZONE to utilize targetlist
- Allow action SMART_ACTION_CALL_FOR_HELP to utilize targetList
- Allow action SMART_ACTION_SET_INVINCIBILITY_HP_LEVEL to utilize targetList
- Allow action SMART_ACTION_SET_VISIBILITY to utilize targetList
- Allow action SMART_ACTION_SET_ACTIVE to utilize targetList
- Allow action SMART_ACTION_ATTACK_START to select random attack target instead of first on the list
- Allow gameobjects to summon gameobjects with action SMART_ACTION_SUMMON_GO
- Properly store action invokers for action SMART_ACTION_WP_START, if no player invokers are found, distance despawn check won't be used
- Allow action SMART_ACTION_WP_RESUME to compensate for the state the unit actually is in (eg. combat)
- Allow action SMART_ACTION_MOVE_TO_POS to select random of the avaiable targets, not only the first one.
- Allow action SMART_ACTION_MOVE_TO_POS to utilize x, y, z parameters as an offset to calculated coordinates
- Action SMART_ACTION_RESPAWN_TARGET should never modify respawntime of already spawned gameobjects, use dedicated function
- Properly delete ontime events created by SMART_ACTION_CREATE_TIMED_EVENT
- If action could not be started because conditions were not satisfied, do not recalculate the waittime to action repeattime, use smaller value to recheck more frequently
- Allow target SMART_TARGET_CLOSEST_PLAYER to be used by gameobjects
- Allow target SMART_TARGET_OWNER_OR_SUMMONER to be used by gameobjects
- Fixed SMART_EVENT_COUNTER_SET to be only called for the id that was incremented
- Changed the way counters work
- Protect PhaseInc from surpassing maximum phase
- Added loading checks for missing NON_REPEATABLE flag if no repeatmin, repeatmax is set
- Added spell validation for SMART_ACTION_CROSS_CAST
(cherrypicked from b0ae5fadd19fd172ec5154cde4f4fd14aa20ff88)
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This reverts commit 05fb27dae4e8af859e01e5b9e52b082cba217657.
(cherrypicked from a3c6880579f3326088ecbe5b8c08c4b75ed91a59)
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(cherrypicked from 4536846d7d30508a046f394d1f561a2c3fdcf5f0)
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(cherrypicked from 865a3a47eaa518cb9c7827e863d679697e38b03e)
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Small indent and codestyle fixes
(cherrypicked from 149e449506abd75add8f9a73f744860e1e5ad0ae)
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* Replaced some FindPlayer calls with GetPlayer
Fixed some more crashes
* Correction
(cherrypicked from 14dfc377b48bc909894396e65d4e4ce89d9708b6)
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Closes #19030
(cherrypicked from 59ce3d6c9bd82d55cbfa505bb945b71cab21a12f)
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Closes #5018
(cherrypicked from 8731975187694d1989af93f9569b591d4ebd767b and 3194d089cbf2dd30bb3fed3a7f6f7e85730ad0cb)
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despawning, and few others (#18998)
* Made some changes to kiting mechanics, simplified code and made taunt auras prolong combat no matter the distance from the spawn
Unified some creature despawning code, removed some brutal direct calls in scripts
Don't play death anim on forced despawn
Removed some redundant visibility changes on creature despawn
Fixed possible problem with pet initializing template info from difficulty greater than normal
Properly keep UNIT_FLAG_IN_COMBAT on UpdateEntry call
Moved RegenerateMana function to general Regenerate(Power) function
Fixed increased health regeneration from polymorph for pets
Implemented CREATURE_TYPE_FLAG_GHOST_VISIBLE, those creatures will be properly seen when player is dead also
Removed hackfix from Gaeriyan and Franclorn Forgewright, fixed properly
Simplified ForcedRespawnTime code in ForcedDespawn
Do not allow to assist unit while evading or when enemy is evading
Do not allow to attack other units when evading or when the unit is evading
Corrected distance checking code before creature is allowed to evade, should fix some common problems
Properly return summon position for summoned creatures as their respawn position
Properly stop all moving units on gossip hello, no matter their npc flags
(cherrypicked from e1f14215d86fc9f0cd041f0e87bf0a689c086329)
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- Fixed possible exploit with tamed pets having template immunities
- Implemented binary resistances
- Corrected resistances calculations
- Pets properly inherit players spell penetration
- Fixed doubled block calculation for damaging melee spells
- Auras removing snare effects will only remove the snaring component
- Shapeshifting will properly remove movement impairing auras only and not crowd control (dragon's breath)
- Immunities are properly checked versus all schools appearing in spell, unit is immune only if immune to all schools
- Spells with melee and magic school mask should compare armor reduction with resistances and select smaller reduction
- Demonic Circle: Teleport no longer removes root effects
(cherrypicked from 93746e8c4a79c8256cd4896533315683f143508c)
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* When iterating groups we have to either do it not in multithreaded context (map updates) or start with checking maps (they are guaranteed to change in single thread update).
* Properly clear ComboPoint references on player remove
* remove some possible references item may have when it is deleted during save.
* Also clear all hostile references when unit is removed from map.
(cherrypicked from 86da1a19bb36edf3242dafac6e45e87434ddff73)
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(cherrypicked frombab59b28faad262dc5d9873ca7c0856477ec4d66)
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(cherrypicked from 6f9e8b6c9174249025562faf9ad4c56bbb642547)
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Changes list:
- Added CharacterGuidByNameContainer which contains name -> guid unordered map (updated along CharacterInfo)
- Extended CharacterInfo structure with GuildId
- Extended CharacterInfo structure with ArenaTeamId[3], for all possible teams (2v2, 3v3, 5v5)
- Removed CHAR_SEL_GUID_BY_NAME and CHAR_SEL_CHAR_GUID_BY_NAME synchronous queries, name -> guid can be now retrieved in World::GetCharacterGuidByName
- Removed CHAR_SEL_GUID_RACE_ACC_BY_NAME synchronous query, guid can be retrieved by name and rest of the data can be retrieved by guid
- Removed CHAR_SEL_CHAR_LEVEL synchronous query, level can be retrieved by guid
- Changed CHAR_SEL_CHARACTER_ACTIONS_SPEC to asynchronous query, action bars are now loaded asynchronously
- Removed CHAR_SEL_CHARACTER_NAME_CLASS synchronous query, guid can be retrieved by name and rest of the data can be retrieved by guid
- Removed CHAR_SEL_PLAYER_ARENA_TEAMS and CHAR_SEL_ARENA_TEAM_ID_BY_PLAYER_GUID synchronous queries, arena teams are now stored in CharacterInfo
- Replaced synchronous db calls with CharacterInfo lookups
- Removed ObjectMgr::GetPlayerGUIDByName, as it used db query
- Replaced some unnecessary UpdateObjectVisibility() calls because they were either duplicated (called few lines above in other function) or it is enough to call DestroyForNearbyPlayers because object is being removed or should be invisible and DestroyForNearbyPlayers is faster
- Corrected typo in Player::DestroyForPlayer, only items in slots 0 to EQUIPMENT_SLOT_END are sent to other players
- Renamed Player::GetGuildIdFromDB to Player::GetGuildIdFromCharacterInfo and changed the function to use CharacterInfo structure
- Renamed Player::GetArenaTeamIdFromDB to Player::GetArenaTeamIdFromCharacterInfo and changed the function to use CharacterInfo structure
- Renamed Player::GetLevelFromDB to Player::GetLevelFromCharacterInfo and changed the function to use CharacterInfo structure
- Removed GameEventMgr::_questToEventLinks and associated functions, eventId is now stored in Quest class under _eventIdForQuest variable
- Changed some functions checking quest status to use other functions for quest status check instead of duplicating code
- Removed callback from add friend, because we can get the guid from appropriate storage, no need to make db query
- Removed callback from add ignore, because we can get the guid from appropriate storage, no need to make db query
- Added callback to unwrap wrapped items asynchronously
- Removed synchronous select in tutorials to check if we have any entries in db, if any entry exists in db, m_TutorialsChanged variable will have TUTORIALS_FLAG_LOADED_FROM_DB flag added and it is no longer necessary to query database
(cherrypicked from b955456008191e60b6bda1f22e3486a3792b08db)
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Closes #15405
(cherrypicked from ba1df45d36285e283a295ea93560c2215ec21e37)
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By Malcrom
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(cherrypicked from 87f2cb04cada92590e163d60c729c9e6c1c270f5)
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(cherrypicked from 8f00aa92de6c119ee664fd463ccd1f7bd8063760)
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(cherrypicked from 21b5a377e49b4c0bb7d3fa53451046af1192af4a)
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(cherrypicked from d06391d0628ffbf43da471c83653853b0926b4ab)
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Closes #16099
(cherrypicked from 169e150628913a84d44cac2cc4a70976de0a025a)
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Closes #10017
(cherrypicked from ad8a71c0848e9746922bb2b6b90574032ffc1db8)
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(cherrypicked from ce774918a7959b7780d6af9e095b3b5fcdbccfe2)
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* Fixed spell timers
* Improved Codestyle
* Fixed minions number in 25 man
* Fixed movement
* Implemented DespawnAtEvade
*
(cherrypicked from c58dd6c16683a4c84bbc2ec85b7833f946f3e6e3)
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By Keader
Ref #18452
(cherrypicked from 317efd51ec2289b7e22fdcc5ecfafb7c9b05441b)
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(cherrypicked from 3c4dc3ec4f5c177664180efde3e1035820dbb720)
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(cherrypicked from f57132b795a097a2c4c863a8153b0c1be5e008c0)
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[*] Fixed Svalna entering in combat with people ouside of room
Closes #8186
(cherrypicked from 591a25500d98a17eaf70215329080ca2f41783ed)
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Closes #16219
* Added DespawnAtEvadeMethod
* Fixed Agro
* Implemented Stampede
* Fixed Rhino Spirit flags
* Updated codestyle
(cherrypicked from a884660d50f2056927f856344856b6dbf73135ab)
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only a source file was edited
(cherry picked from commit 9b1dfe5e5e968c6ee3a2682ae2106735daeccbd7)
(cherry picked from commit b64583b7c14da408b34d2c92a02e5529594ef181)
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given using bonus lists
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(cherry picked from commit 0ead73516adfeaff96292685592085e20737d535)
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(cherry picked from commit a3198cbddc8c08419b582160b440adede15047b6)
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Replace ip2nation by ip2location.
Download: https://lite.ip2location.com/database/ip-country
(cherry picked from commit 2fe4ab94c52ad2fa90189ecd9c053da49f06561e)
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auto happy = new year(2019);
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(cherry picked from commit 7eb25f1af6b74d3559b541d45da6cce50e657ba4)
Closes #3802
Closes #15598
(cherry picked from commit e68ff4186e685de00362b12bc0b5084a4d6065dd)
# Conflicts:
# src/server/game/Entities/GameObject/GameObject.h
# src/server/scripts/Commands/cs_gobject.cpp
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