| Age | Commit message (Collapse) | Author |
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called nitro _boosts_. Not _boots_. Nitro _boosts_.
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are just logging on." - the check was unnecessary (already done in extractPlayerTarget).
This reverts commit 05cdcdb230a9d69f8ad8f2af696f452151a1c364.
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logging on.
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Closes #20027
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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;
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Followup 0048d4b618e6503a5f1607f3503fcf2d48e6a385
Closes #17419
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phase transition after latest changes
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Close #17419
*Fixed exploit with SPELLMOD_COOLDOWN
*Fixed exploit with some items (like Sylvanas' Music Box)
*Little cleanup
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* Combat/Threat rewrite (PR #19930) prep work. Mostly refactors, and a compatibility layer on ThreatManager/HostileReference that allows scripts to be changed already.
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cancelled. Fixes #19968.
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scripts (except MSVC)
(cherry picked from commit 550c57a0df954ade238f6cd0318cfc6890dd26f0)
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(cherry picked from commit a9b64d737d866fcdbd46314bdd4e661af36216cd)
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* *PCH.cpp are now only compiled with MSVC, other compilers use custom helper commands to generate the precompiled header
* Don't call the linker for pch helpertargets
(cherry picked from commit 137f5e78877ef1b81f4dca68dd43268e325aeeed)
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(cherry picked from commit 9299e9bde087af7e5d777d5a55a3b79d2b63c48e)
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opened with .gobj act (#19342)
Closes #19261.
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- Move on-create customs (all explored, all reputations) to CharacterHandler::HandlePlayerLogin for first login. Fixes #19839.
- Add Wrath factions to all reputations custom (it only had BC factions).
- Remove unused ReputationMgr::SendStates. Add ReputationMgr::SendState handling for sending all updated states in arbitrary order if nullptr is passed (used in point #1).
- Fix all weapon skills max custom to properly apply on learning new weapon skills.
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Closes #19881
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mainassist to toggle raid member flags.
- Fix 2017_05_29_00_auth.sql to be reapply safe.
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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.)
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- Moved statics to cpp
- Save scriptids into an array
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targetlist
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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.
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Partially revert 753e7074d84b5a2e8d3c3e92d25c54bb25ba477e and 12c680f9b1f1068099c3b19443d93d456690ac56 to simplify the code and to only remove GMs from the target list.
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- This would incur in a crash after attempting to convert the Corpse object into Player
Closes #19227
Closes #19862
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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
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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.
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