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Change an assert (that can happen easily using ".npc add") to a sanity check
(cherry picked from commit 953640d56369abd979d194b83df90b20f50b2720)
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Fix crash happening when a disabled quest was added and rewarded (through a GM command). Disabled quests are not validated on startup and they can reference invalid spells.
(cherry picked from commit 5f6af8c6cbe7c5a622dd51a77e0d27db33c99118)
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word. Corrected to "fixate".
fd33b1c follow-up
(cherry picked from commit 1d27f83bda1053578911f53b6231bcb96c9b7b1e)
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(cherry picked from commit fd33b1cd02a1c69fc78f47f079eadc43c331d054)
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[UNIT_FLAG_PLAYER_CONTROLLED -> UNIT_FLAG_POSSESSED]
[UNIT_FLAG_PVP_ATTACKABLE -> UNIT_FLAG_PLAYER_CONTROLLED]
Signed off by: Shauren, Warlockbugs.
(cherry picked from commit 081eab3cf5a5ec42917b2a7eaebf816fb36da423)
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(cherry picked from commit f13de8083469742d62c2d74a49a76e35469d8fb0)
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The number of edge cases in which weirdness is seen on "effect movements" will be kinda reduced, plus consistency, plus movementInform on custom movement spline initalizations.
(cherry picked from commit 2a45418032233bc8779cdb44f9be6057c4b417c5)
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Ref #21641
(cherry picked from commit a5df77a9d6f3e48f2c4e8a61d60e3b5f2f0c326e)
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(cherry picked from commit f9914caefc59f36ab7583432442a26b29124b7f1)
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(cherry picked from commit dc2888915127ae31fae641ba8e53d10a7aed6446)
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what the client does regarding being inside WMOs
Closes #21625
Closes #21624
Closes #21516
(cherry picked from commit b9c6bbb51df0ed10f74617482740fedb91ff5366)
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ChaseMovementGenerator and FollowMovementGenerator, full rewrite for both.
- Chase to angle is now functional. Pets use this to chase behind the target. Closes #19925.
- Chase to arbitrary range interval works. Not used anywhere, but you can technically make hunter-like mobs.
- Pets now follow the hunter cleanly and without stutter stepping. Also fix some other things. Closes #8924.
(cherry picked from commit 2a84562dc85516f432bb1e5de9add23c28b26ce4)
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(cherry picked from commit bcc7427fbc5f170656714468dc6f66efe2d78704)
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GetNearPoint2D (from movement generators); functionality should be unchanged
(cherry picked from commit ebc96af6bb784819ba8824ac390864ae9ba12351)
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good.
(cherry picked from commit 4692e10ca2ffed5ba2a0336e9c93962b0fad9eaa)
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Ref: #20415
(cherry picked from commit c2f16579888bb7973c1d32ad9efe6058acafb8d6)
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Closes #21693
(cherry picked from commit 99993a7f62b200841866e1286003b5ba9dd0d214)
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* Add CREATURE_FLAG_EXTRA_NO_SELL_VENDOR and use it for a single no-sell vendor in game (there are more of them in later expansions)
(cherry picked from commit 7c5b69d18bb315d369bf0bbfc16b795d63d0f73c)
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Closes #21644
(cherry picked from commit f87da3a3069da920297af7b7855569999cad2671)
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Closes #21663
(cherry picked from commit 6eb122792cb1446a35752c6f62dd0febb6387671)
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- Debuff used to prevent multiple priests chaining 40% heal buff (Guardian Spirit)
(cherry picked from commit 7d118f05baf9c9e4d7c13987e1530988c9a6a921)
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(cherry picked from commit 43491ba7f45049618b61b8f6e72788a437d82edc)
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Added missing jump jets and battle standard visuals
Added allowed area conditions for the vehicle
Fixed Jumpbot's attack spell (thanks @keader for fixing the proc)
(cherry picked from commit e7e46b2a822cd0179b30ba5b0fa7c6fe7cea8774)
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Calculation is now done in CalculateAmount
(cherry picked from commit 93eda20d5cf6eeb34e1aee1b81469ba6e8fa7f0c)
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handlers, it was commented out in almost every handler
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Closes #21330
Closes #18885
Ref #18752
(cherry picked from commit 45c5e1b9d63796d168339a44f63418f220cf2403)
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Ref #18395
Implement far spell queue processing
Closes #7395
(cherry picked from commit 080d2c6cd439acb2059adc4e24a279de98aa0db6)
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DynObjAura during its lifetime
Closes #15088
(cherry picked from commit e8d5aa56cc48572d81e1898b7b4ff10cfa6d1957)
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(cherry picked from commit 241109327bf573460d488d707d7eb19f82f1350c)
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* Each move type has its own field instead of trying to combine everything in InhabitType
* Allow overriding movement separately for each spawn
(cherry picked from commit 592516ae69d89da3bcb0ede144644a3d2e0186e0)
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(cherry picked from commit e9aba10695cdf3520c6ae61815610051502b6f0b)
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(cherry picked from commit 510bc0b7a0d4e8de60f69b922d03ad3a43c2a2cc)
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Closes #15177
(cherry picked from commit 2baa81065ba27f0a6d278a8dd8a79b7c831e0a2b)
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does. Also moved to public so spellscript can use it.
(cherry picked from commit df639d85e4e82add71432ea0a4cba91f238a30ba)
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(cherry picked from commit 0c1e485e13d065b26e24b4226044246ae8ca0e4d)
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(cherry picked from commit 68dde9f8c5467c5983078b190e58105f99dad75c)
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WorldObject::IsOutdoors, basic member access.
Ref #21479.
(cherry picked from commit e79c595b695ea5f35b8324efbb7741ccb102bce9)
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and flags values on a per-spawn basis
Updates #20957
Closes #20958
(cherry picked from commit 34967e9c32b2c7e871bb93f41609a3b08ad92931)
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- AI hook will now receive the result by copy, as modifying it had no effect
- Some renaming: result->spellClickHandled, clickPair is actually clickBounds, the clickPair is the pair <creatureID, SpellClickInfo>
(cherry picked from commit 98d6258efdc07b53808ba6177e5427c65163bc0d)
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dispel effect
- Spell with SPELL_ATTR4_FIXED_DAMAGE won't do it by itself to avoid applying resilience twice, but because those are triggered from a periodic aura, those apply resilience on tick, not saved to amount.
- This is one of the cases where you have to call Unit::SpellDamageBonusTaken directly
Closes #21393
(cherry picked from commit 3753ec56476d597b180968eb673cb20776785f31)
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while invisible preventing players from looting. (#21436)
(cherry picked from commit 2dd5735bd9c4212e0009c9d4db0da34cc1541862)
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(cherry picked from commit 076bd11002c0fe7ed893497e582a40b7f46320e6)
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another method for it (#20725)
(cherry picked from commit 56874b44f0625f80442ea906f487e3253bdd16eb)
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