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reading from casc storage
Closes #24456
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where it belongs
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ladislav-zezula/CascLib@0a05c59eb8a3eab1bc5471f43934cd5f992f0aca
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Closes #24315
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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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Closes #22831
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data in the Battleground Class:
* isArena
* name
* queueId
* min & max players (per team)
* map id
* script id
* start max dist
* type id
* min & max level
* Save the WorldSafeLocsEntry* instead of the Position in the BattlegroundTemplate struct
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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
(cherry picked from commit a4aa95a5a39d75b9e38fe03aac57ceb7d9bba90f)
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ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPPED_ITEM item
Closes #19064
(cherry picked from commit 70c4a37544ade558fb79383d2668f5f0322d47b8)
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types by miscvalue
Closes #18633
(cherry picked from commit 9b44ed9cda347bfda1078666b3779d985fc37b2b)
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By Riztazz, closes #19484
(cherry picked from commit 25a449a90e01d7100d482c156fffa3ac2e7730d2)
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Closes #19417
thanks ariel-
(cherry picked from commit 164af391c9662732dfc9cfe677c48bd3f927c2be)
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(cherry picked from commit 231ec8331b2ba3cded9f0d67c77c949cd45f5a60)
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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
(cherry picked from commit b6b59f6c239bc0259c92c28bf43bbb50573330b5)
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(cherry picked from commit 4c4dca6d694bd1064b403a31a5b1c776a326f3ce)
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After discussion we realized, ariel and me, that Creature and Unit IsMovementPreventedByCasting() have not the same checks (order matters)
(cherry picked from commit 5a2f0ce29e29d934c200f617fec6dad619fab9a5)
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- IsFocusing is made virtual again, so there's no need to keep a duplicated function
This reverts commit 5043639c563514c079ba6eb959dd4c1c555fa494.
(cherry picked from commit 3ea46e57afe26778704647084cc6fa55a798e510)
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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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bellow the possible interruptions
(cherry picked from commit df96e053a554692127cce7148447147477351da8)
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(cherry picked from commit 5fc366d03bf4e5250443e0573a4c9fa4611968a4)
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(cherry picked from commit 5043639c563514c079ba6eb959dd4c1c555fa494)
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for auras with very high values (#19054)
(cherry picked from commit e30e11d4c74872c6de87df831696aa643321f6d9)
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- This field is only used to propose a new quest to player after completion, shouldn't be used to condition current quest
Closes #19515
(cherry picked from commit a82a12b5ef5c466496c314b5a1eb6838dc598b15)
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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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target
(cherry picked from commit 3a2ecaa05f0a3da96b3d4a0bec44175d6a7dda6a)
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(cherry picked from commit 486b03234304526d8f7d66ff0d99ea3de975745e)
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Thanks Jackpoz
(cherry picked from commit 3194d089cbf2dd30bb3fed3a7f6f7e85730ad0cb)
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(cherry picked from commit 65aeeafad385cca7d836272c37ee6f4d180d2842)
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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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- Allow to share already completed (but not rewarded) quests, restriction was unblizzlike
thanks Cannix for the heads up
(cherry picked from commit 157e9311c41a8d33f7a2e3d5381ffc09d4585c42)
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Thanks ariel-
(cherry picked from commit 136f1e75aa8968eee9b94fa0d19e46e97332867a)
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- Unify quest status checking function, use dedicated function instead of direct map checks
- Fixed seasonal quest chains and ability to complete the same quests rewarded in past
- Update area dependent auras on quest status change (they often requires specific quest status)
- Send all not stored quest rewards by mail
- When casting quest reward spell, check if it is not self casted, if so - use player to cast this spell
- Perform full db save on quest reward to prevent data desynchronization
- Don't allow to fail completed timed quests, except for quests which are completed right from the start
- Don't allow to share pooled quests, if they are not available in the current pool (eg sharing easy dalaran weeklies, stored at alt character)
- Remove seasonal quest if rewarded quest is removed
- Don't complete whole quest on AreaExplore event, check if there are no more requirements that should be fulfilled
- Quests with flag QUEST_SPECIAL_FLAGS_PLAYER_KILL can be only credited in quest zone
Closes #18913
Closes #11187
Closes #15279
(cherry picked from commit cbbb74524623ea22fc5375697d6ec2ec16a1755f)
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