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immunities in spell_start packet (#26183)
* Core/Spells: implement SpellInfo helper to filter for relevant mechanic immunities when sending SMSG_SPELL_START packets.
According to sniff analysis Blizzard does not send all mechanic immunities of creatures but instead only the ones that are responsible for actual interrupts which are MECHANIC_INTERRUPT and MECHANIC_SILENCE. Additionally we no longer send immunities for instant cast spells as sniffs confirm that they are not sent for spells without a cast time.
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* GridObject
* Add include to more files
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Fix PlayerSave.Stats.MinLevel always saving 0.0f in spellCritPct database field of table character_stats. As there is a percentage for each school but the table has only 1 column, the max value will be saved.
Fix #15928
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Co-authored-by: Trond B. Krokli <38162891+illfated@users.noreply.github.com>
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part>" subcommands (#26346)
Add ".list auras id <aura id>" and ".list auras name <name part>" subcommands to allow filtering the auras
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Restore ".character level" command behavior by setting the level instead of adding the level
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* Added personalSpawn for SMART_ACTION_SUMMON_CREATURE
* Added flags for smart action summon creature, including prefer unit and personal spawn. When preferUnit flag is chosen only the unit will be chosen, even if nullptr
(cherry picked from commit e0278f05379ed470be8264d3f362360a52b3454d)
# Conflicts:
# src/server/game/AI/SmartScripts/SmartScript.cpp
# src/server/game/AI/SmartScripts/SmartScriptMgr.h
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definition when inside namespaces
(cherry picked from commit ec87d048b4ebbb326158bc05512d1cc5ecbe8271)
# Conflicts:
# src/server/game/AuctionHouse/AuctionHouseMgr.cpp
# src/server/game/AuctionHouse/AuctionHouseMgr.h
# src/server/game/Entities/Object/ObjectGuid.h
# src/server/game/Entities/Object/Updates/UpdateField.h
# src/server/game/Entities/Object/Updates/UpdateFields.cpp
# src/server/game/Entities/Object/Updates/UpdateFields.h
# src/server/game/Entities/Player/CollectionMgr.cpp
# src/server/game/Entities/Player/CollectionMgr.h
# src/server/game/Phasing/PhaseShift.cpp
# src/server/game/Phasing/PhaseShift.h
# src/server/game/Phasing/PhasingHandler.cpp
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(cherry picked from commit 0763844fb604075580e1c84672cb2e4a4fe19cde)
# Conflicts:
# src/server/game/AuctionHouse/AuctionHouseMgr.cpp
# src/server/game/AuctionHouse/AuctionHouseMgr.h
# src/server/game/Entities/Object/ObjectGuid.h
# src/server/game/Entities/Object/Updates/UpdateField.h
# src/server/game/Entities/Object/Updates/UpdateFields.cpp
# src/server/game/Entities/Object/Updates/UpdateFields.h
# src/server/game/Entities/Player/CollectionMgr.cpp
# src/server/game/Entities/Player/CollectionMgr.h
# src/server/game/Entities/Player/Player.cpp
# src/server/game/Entities/Unit/Unit.cpp
# src/server/game/Globals/ObjectMgr.h
# src/server/game/Phasing/PhaseShift.cpp
# src/server/game/Phasing/PhaseShift.h
# src/server/game/Phasing/PhasingHandler.cpp
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* Group repair command attempt
* Update cs_group.cpp
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(#26324)
* MapExtraction: Fix water height redundancy algorithm ignoring "no water"
* Update MMAP_VERSION
* Change map version
Co-authored-by: jackpoz <giacomopoz@gmail.com>
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SPELL_ATTR1_DISPEL_AURAS_ON_IMMUNITY should dispel snare auras. (#20621)"
This reverts commit b507acf1c04ff6e9d0a075f9663e9549d5b238b4.
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Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
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* First version of command handler
* Done HandleReviveAllCommand
* Moved command to group subcommonads
* Added group level up
* Removed empty line
* Added additional nullchecks
* Removed newline
* Code styling
* Added group set level command
* Removed whitespace
* Removed group set level command
* Unnecessary comma
* Added check for level lower bound
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Closes #26233
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Closes #25842 Ref #25764
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SPELL_AURA_DAMAGE_IMMUNITY (#26187)
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Ref #24663
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UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT)
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* First version of command handler
* Done HandleReviveAllCommand
* Moved command to group subcommonads
* removed empty row
* nullptr check for player target
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seconds) (#26145)
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Apply renames of #25529 to review that PR easier
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retrieving floor Z (#26092)
Use a fixed offset 0.5f instead of full collision height when retrieving floor Z as a full collision height ended up on the floor above a few times. It makes more sense to cast the ray just a bit higher up than using a full collision height (which by default is 2.0f)
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* Fix glancing blow calculation
* Comment readability improvement
Co-authored-by: Trond B. Krokli <38162891+illfated@users.noreply.github.com>
* Update src/server/game/Entities/Unit/Unit.cpp
Co-authored-by: Metalaka <Metalaka@users.noreply.github.com>
* Tabs to spaces
Co-authored-by: Trond B. Krokli <38162891+illfated@users.noreply.github.com>
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
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This reverts commit c3165dce316d4dc3ecb49e4227ff6789bdbf14f6.
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* Core/Unit: Improve Glancing Blow calculation
* Fix minimum reduction of Glancing Blow
* Fix comment
* Fix glancing minimum damage reduction
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* Scripts/Events: Fix achievement in Love is in the air: "Lonely?"
* apply @keader feedback ;)
* apply @jackpoz feedback ;)
* @jackpoz feedback
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* Fix AI refresh on charmed
* Remove unnecessary refresh
* Check SMART_EVENT_FLAG_WHILE_CHARMED flag
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* Scripts/UtgardePinnacle: Svala Sorrowgrave Ritual improvements
* remove unneded fall
thx @offl
* apply @Ovahlord feedback
* prevent svala fall (visual) when ritual start after wipe
* svala should be disarmed before teleport when ritual start
* apply @Ovahlord feedback
* Use DoCastSelf
* Remove unneded AttackStart when finish ritual
* Use SetDisableGravity properly
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