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mainassist to toggle raid member flags.
- Fix 2017_05_29_00_auth.sql to be reapply safe.
(cherry picked from commit ac0f76f8c57bba195b773a6a31ade2e8e2318aeb)
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(cherry picked from commit 4e41d3e6bd90047e2f9e228b6f3adc52012d7b08)
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more permissive:
- Now only requires the either target's group leader or target itself to be on your map
- Now summons all applicable group members even if one member fails checks
- No longer has some truly weird edge case instance unbind code that could cause exploit behavior (Really, I have no idea why this existed, because it certainly didn't do what it might've been meant to do.)
(cherry picked from commit ca0262995053e0e5baef7e97211fec8f81664ea7)
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(cherry picked from commit d6cae113c64f1024b11493ee68e06d9b3052bfab)
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(cherry picked from commit 6b493808068d293aaae1fa50b6acbc1abee7b81f)
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(cherry picked from commit a05e1095c6edb2b9717a217f785499778901a2ae)
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- Moved statics to cpp
- Save scriptids into an array
(cherry picked from commit 3e7b64b2f765bebc722c1194b7fc2f749fae77f7)
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targetlist
(cherry picked from commit b3336cf9433f14dbcc2e9a7eecb4062a936401b2)
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Then it turned out that gameobject LoS is already fixed. So all this does, really, is restructure some stuff.
And remove the hack from Sapphiron because I could.
(cherry picked from commit d57307f63d8deb51003d61163adccce4e2c1bd47)
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Partially revert 753e7074d84b5a2e8d3c3e92d25c54bb25ba477e and 12c680f9b1f1068099c3b19443d93d456690ac56 to simplify the code and to only remove GMs from the target list.
(cherry picked from commit f9cfc202e90ded24fe0dcf5d06035d2aab2cf6af)
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- This would incur in a crash after attempting to convert the Corpse object into Player
Closes #19227
Closes #19862
(cherry picked from commit 753e7074d84b5a2e8d3c3e92d25c54bb25ba477e)
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* Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup
* Use this lookup in Map:: relocation methods to update m_areaId and m_zoneId fields on WorldObject
* Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields
* Clean up liquid state handling on Unit and Player
* Hand floor's Z coord up through GetFullTerrainStatusForPosition, use it to update a new field in WorldObject, and use that to feed a new GetFloorZ call on WorldObject.
Closes #16489
(cherry picked from commit f6c849729b27b77228704b595de3adaf24da2c10)
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* Pet/Guardian AI hook re-organizing:
- Adjust OwnerAttacked/OwnerAttackedBy hooks on CreatureAI to fire for all owned units, not just player pets. This should allow guardians to more reliably recognize valid targets.
- Kill off the AttackedBy hook. While it was defined in CreatureAI.h as virtual, it was only ever invoked for player pets in specific situations. This makes it classic developer bait.
- Adjust PetAI to use DamageTaken instead of AttackedBy.
- Adjust behavior of AttackStart on PetAI to compensate.
(cherry picked from commit 1660bb7d27d6f42b49012a6b57e3c2b2eab20fd3)
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Closes #19819
(cherry picked from commit 2335b9de1a46a409c714a1dc89cbd0565545e70e)
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(cherry picked from commit 3f34c2f5ebe8d0d9f97b169d1ace07d6ab3f3102)
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(cherry picked from commit 2984def452b2106fc3409ccdcc411028efaceb01)
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difficulty 5-man dungeons and outputs sensible text, as opposed to silently doing (or not doing) stuff.
(cherry picked from commit a3b198c7e19d6627e6078702ffcbaa67969e4943)
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unneccessary level of indirection
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and command .maxskill
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* DB/Account: update account_access table:
- rename fields id -> AccountID, gmlevel -> SecurityLevel
- add Comment field
- rename command .acc set gmlevel to .acc set seclevel
* Update auth database
* Fix primary key
* Temporary restore old command account set gmlevel with same handler as account set seclevel
Use Optional for realmID - if not set, use -1 (for all realms)
* Rename 2020_XX_XX_00_auth.sql to 2020_06_20_00_auth.sql
* Update auth_database.sql
* Rename 2020_XX_XX_00_world.sql to 2020_06_20_06_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 8e0365d8a6ca5628ad17e6684743d9ab2138c068)
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Thanks ccrs for the formula
(cherry picked from commit 96ee23487fe2a5fc2cf79e5d2ec4ec38b965e70d)
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(cherry picked from commit f9a01c4b691c5d179acd55bfe8db36f21a327dfb)
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Illidan encounter
(cherry picked from commit 0c6829f7f22f32e602ea6ed440d50f2f596ba998)
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Closes #19823
(cherry picked from commit 1cc0458b114490238ff9cfed78b1932df67def29)
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Closes #19809
(cherry picked from commit dd4ff1fe5458c89fc1d988fcc6ba5792ee482dcf)
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tank successfully tanked a Cosmic Smash and got knocked up. Shadow priests everywhere rejoiced.
(cherry picked from commit b6a4e9f3f9aca8e82e4b8cc1868e4b24dd2bba6f)
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Closes #19514
(cherry picked from commit d9a1c82ab44254c280083e6297b8aec6350ab363)
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(cherry picked from commit 195db7c7bb7137f3ebadefa81fabdcf66672711a)
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(cherry picked from commit abea8bf4cb3034f56d833982f951a0742dc36fc7)
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how come nobody noticed this?
(cherry picked from commit 7afe0b7fb005999dfb8bfae45b7d22abbec29b93)
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Improvements done to initial work by joschiwald:
- Fixed stormhammer casting and visuals
- Fixed spell credits
- Implemented removal of Impale when HP is higher than 90%
- Corrected faction templates for the pre combat creatures
- Implemeted Leap on the arena adds (thanks to joschiwald for implementing conditions)
- Scripted lighting charge using AuraScript periodic
- Fixed timings
- Corrections on the hallway encounters (added knockback immunity to minibosses too)
- Fixed multiple blizzards issue
- Lever will now reset properly, should players fail to get inside. This allows the door to be opened more than once during the combat
- Corrections in the outro event
- Implemented paralytic field traps on the hallway.
- Implemented Ancient Gate of the Keepers opening.
- Changed blizzard bunny targetting to conditions entirely.
- Removed obsolete scripts
- Standards: delete spell script names by ScriptName instead of spell_id
- Swapped factions for pre-adds (alliance should get horde trash and vs)
- Fixed Leap setting home position for adds
- Removed a bunch of magic numbers
- Runic Colossus should finish current Runic Explosion before beginning to attack
- Fixed UpdateAI logic to put it in line with other scripts (ie don't stop casts)
Special thanks to:
- chaodhib for the blizzard trigger waypoints and investigation on spell radius
- Malcrom for creating the Conditions Creator :P
Closes #15008
Closes #17072
(cherry picked from commit 4a69f5bda58fe3af5ec6000e0ec10a3b0732969a)
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Closes #7651
Fix logic fail in achievement:
SPELL_LIGHTNING_CHARGE aka 62279 is casted on Thorim itself to buff him, not the damage spell tracked by the achievement.
(cherry picked from commit 5e90c76fd44e81e01e7bd5274867864d082059d2)
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(cherry picked from commit 4b8644d6e6581f13dcb2a965ce77a846017c1431)
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(cherry picked from commit 4843544c217800ba56b3084a8b1ca2fcf62cb091)
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eeeevil, use UpdatePosition. It was there just for old scripts compatibility.
(cherry picked from commit 17579f8d91e0dcc6990fe581de9ca51ed444b754)
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related db2s, not just SpellEffect and SpellPower
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always matches the one used for loading during startup
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* Fixed memory leak when unloading grids
* Handle child maps being entered
* Allow chaining more child maps (Draenor -> Tanaan Jungle -> Tanaan Jungle - No Hubs Phase)
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Merges #24550
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(cherry picked from commit aa0b7dd1529a5c9cf666d569a54f024d28955c5b)
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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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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)
(cherry picked from commit 229444b74a7e2176db142e0446d4268995c5aad6)
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use true as default value since pretty much all the script calls will expect that
(cherry picked from commit c7a57e2a093ada2ece7a01eac2f627aeb26b08d5)
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3a0cb90ea994e82dd8c70888fb847082f738d5dc
Loken still need ClearUnitState Hack to DoMeleeAttackifReady work
(cherry picked from commit 4431a1149da7bc48ad1047fc8c6135ed02b2e77b)
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(cherry picked from commit 5fc366d03bf4e5250443e0573a4c9fa4611968a4)
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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
(cherry picked from commit 6892404b270f57380ffdc9ad084e0f43d94134e0)
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Thanks Jackpoz
(cherry picked from commit 3194d089cbf2dd30bb3fed3a7f6f7e85730ad0cb)
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- UNIT_STATE_CASTING removal not needed for movement now, but it's needed for melee attacking
(cherry picked from commit 85076dd799a76b889d1d22890771f4bc445fd7f8)
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