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make players properly enter combat when their pets are engaged by a creature.
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(cherry picked from commit 9299e9bde087af7e5d777d5a55a3b79d2b63c48e)
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destructors in predictable order
* world/auth servers will now fail to startup if listen ports are in use
* Restored "Network.OutUBuff" config option lost during boost transition
(cherry picked from commit 6c92a481a34eb19c7ba751a1f7547a39c3d3a088)
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(cherry picked from commit c1cc0e9949a73e1cbb2640032d5d038cca051954)
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Closes #19913
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opened with .gobj act (#19342)
Closes #19261.
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When excessive difference is detected, punish player. (#19895)" due to really random edge case client behavior causing false positives.
Going to need to find a different approach for dealing with the underlying issue.
This reverts commit 27cbfc3a9358bf20f12427e4b89f986a79a0926a.
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excessive difference is detected, punish player. (#19895)
Fixes an exploit that could trivialize the Lich King encounter.
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members reject the invitation (as opposed to if any member rejects the invitation).
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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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in busy state (#19821)
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targets (#19168)
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Conditions: Not player, not controlled by player and not hunter's pet
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- Leader can invite multiple people before the first invite is accepted
- Leader can cancel group formation by sending CMSG_GROUP_DISBAND (using /run LeaveParty() or similar)
Fixes #17258.
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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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- Touch of Zanzil
- Glowing Blood
- Lambent Blood
- Vibrant Blood
- Black Blood
- Perpetual Instability
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- Use instead of Update + event_phase_mask when action needs to be synchronized
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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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says on the tin. Hi, sirikfoll.
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minimize future conflicts.
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Updates #19865
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* When a gameobject was above water like in ToC. It would return water level
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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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