| Age | Commit message (Collapse) | Author |
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to avoid conflicts (PLATFORM_WINDOWS is used/defined by CascLib)
(cherry picked from commit b8db320bf14e327bcd12279871b914d8635ef122)
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* Closes #19465
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in CompilerDefs.h
(cherry picked from commit 43510a258c83215efcf5e70a253523e8a4199502)
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how come nobody noticed this?
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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
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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.
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(#16290)
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- Confirmed with sniffs, healthless states aren't cleared
- Prevents some procs from happening
Closes #19754
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- Game client should show an on-screen message for explored quest objectives
(AreaExploredOrEventHappens) when the objective has been completed.
Closes #19543
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Closes #19556
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ugly relocations
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master cherry pick incomming :D
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Closes #19528
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eeeevil, use UpdatePosition. It was there just for old scripts compatibility.
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justStopped was always set true, but when transports spawn and remain stationary timer, _currentFrame->ArriveTime and _currentFrame->DepartureTime are set to 0, making justStopped always remain true and triggering incorrect calls.
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Handle correctly move allowed channels: IsChannelActive checks if channel phase has started (after cast if any)
Must skip the other checks since all channels focus target.
ref #19532
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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)
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- Duplicated logic never used, sometimes only ScriptMgr version was called, sometimes only AI
- They only encourage bad scripting practices
- You can still use OnSpellHit or a SpellScript
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After discussion we realized, ariel and me, that Creature and Unit IsMovementPreventedByCasting() have not the same checks (order matters)
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- IsFocusing is made virtual again, so there's no need to keep a duplicated function
This reverts commit 5043639c563514c079ba6eb959dd4c1c555fa494.
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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)
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use true as default value since pretty much all the script calls will expect that
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3a0cb90ea994e82dd8c70888fb847082f738d5dc
Loken still need ClearUnitState Hack to DoMeleeAttackifReady work
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bellow the possible interruptions
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for auras with very high values (#19054)
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- Implemented manager for petitions to perform all petition related tasks and synchronize data with database.
- This kills ugly synchronous querys on packet handlers
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