| Age | Commit message (Collapse) | Author |
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- Everything is sniffed, enjoy this hell of a quest!
Closes #12808
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SPELL_AURA_MOD_MINIMUM_SPEED (#18136)
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(d0f760420a671bc255c0d3ebec75e6837507a541 follow up)
Closes #19192
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completed question mark from showing (#18151 follow up)
Closes #19188
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Closes #14239
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Closes #19191
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disabling procs
(e7ccd8ea3fccad92af3553f544aad49be5d1a9ed followup)
- Fix some broken procs after c0cb823a91d4e3e71e4b7d76375c9e8667740cef
Closes #19068
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- Killed existing ModStackAmount hack, spell is always casted in sniffs (twice with Glyph of Devastate)
Closes #14633
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- Renamed fields to mimic those in spell_proc
- Added Enchant proc attributes for controlling specific enchant features
Ref #7789
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above 60
Closes #15734
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that is Battleground::AddCreature. *puke*
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Ref #7789
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Closes #19180
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- Extra c++11-ification of existing code
- Refs #18637
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- Packet update sync with master
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opcode (#18637)
- Added config option to enable / disable cache
- Reinitialize data on reload command use
- Always send WDB fields in item query
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(#18952)
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including Unit.h
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- Used for Predatory Strikes calc, it will now properly use all weapon attack power
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Thanks Kittnz for notice <3
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sound on the start of each hour. (#19145)
* Script/GO: Alliance Bell, Horde Bell and Karazhan Bell will now send a bell sound on the start of each hour.
How many times it rings depence on the hour.
* fix little things from pr comments
* Added OnGameEvent
* Fix braces
* almost finished
* fix enum
* Add gameobjects to the game event
Fix override for InitializeAI
* enum squash
* remove braces
* Rename 9999_99_99_99_world.sql to 2017_02_19_01_world.sql
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(CREATURE_FLAG_EXTRA_DUNGEON_BOSS) now properly propagates to all difficulty entries (not just difficulty 0).
This lets us simplify IsDungeonBoss() on Creature (and move it to header).
Closes #18824.
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- Deposit amount wasn't correctly checked in the case of multiple items,
player with insufficient funds could auctin more items than they should
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- A problem when a different spell tries to overwrite existing ModTakingSpell should no longer happen
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Properly handle unhandled exceptions happening with malformed packets.
Fix #19128
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- Possible crashes fixed
- Memory leak fixed
- Implemented checking of vehicle conditions
- Extended eventphasemask to 12 bits (sql required to change DB field type)
- SMART_EVENT_GOSSIP_HELLO - added possibility to detect for gameobject reportUse call
- Renamed action SMART_ACTION_SET_FLY to SMART_ACTION_SET_DISABLE_GRAVITY (to reflect actual functionality)
- Added targetsLimit to action SMART_ACTION_CAST and SMART_ACTION_INVOKER_CAST to limit max amount of targets (selected randomly)
- Action SMART_ACTION_TALK corrected to always work as intended
- Properly call GroupEventHappens in action SMART_ACTION_CALL_GROUPEVENTHAPPENS if invoker was charmed or owned by the player
- Properly utilize followAngle in action SMART_ACTION_FOLLOW (db orientation should be in degrees), but keep backward compatibility
- Added action SMART_ACTION_SET_CAN_FLY (119) 0/1
- Added action SMART_ACTION_REMOVE_AURAS_BY_TYPE (120) AuraType, can be used to exit vehicle for example
- Added action SMART_ACTION_SET_SIGHT_DIST (121) sightDist
- Added action SMART_ACTION_FLEE (122) fleeTime
- Added action SMART_ACTION_ADD_THREAT (123) +threat, -threat
- Added action SMART_ACTION_LOAD_EQUIPMENT (124) equipmentId
- Added action SMART_ACTION_TRIGGER_RANDOM_TIMED_EVENT (125) minId, maxId
- Added action SMART_ACTION_REMOVE_ALL_GAMEOBJECTS (126), removes all owned gameobjects
- Added action SMART_ACTION_STOP_MOTION (127), stopMoving, movementExpired
- Extended target SMART_TARGET_HOSTILE_SECOND_AGGRO with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_LAST_AGGRO with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_RANDOM with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_RANDOM_NOT_TOP with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_THREAT_LIST with maxdist
- Extended target SMART_TARGET_OWNER_OR_SUMMONER to be able to get charmer/owner of current owner
- Added new target SMART_TARGET_FARTHEST with maxDist, playerOnly, isInLos restrictions
- Added SpellHit hook to GameObjectAI and extended SmartGameObjectAI to call SMART_EVENT_SPELLHIT when gameobject is hit by spell
- Call GameObjectAI Reset hook on gameobject respawn (for ex. to reset one time events in smart scripts)
- Fixed some logic errors in code
- SmartAI Escorts properly despawn escortee if no players are in range
- Disable Evading while charming creature with SmartAI
- Don't call SMART_EVENT_RESPAWN for dead units before they actually respawn
- Don't call SMART_EVENT_RESPAWN for not spawned gameobjects
- Properly call SMART_EVENT_RESPAWN for gameobject respawn
- Allow action SMART_ACTION_SET_IN_COMBAT_WITH_ZONE to utilize targetlist
- Allow action SMART_ACTION_CALL_FOR_HELP to utilize targetList
- Allow action SMART_ACTION_SET_INVINCIBILITY_HP_LEVEL to utilize targetList
- Allow action SMART_ACTION_SET_VISIBILITY to utilize targetList
- Allow action SMART_ACTION_SET_ACTIVE to utilize targetList
- Allow action SMART_ACTION_ATTACK_START to select random attack target instead of first on the list
- Allow gameobjects to summon gameobjects with action SMART_ACTION_SUMMON_GO
- Properly store action invokers for action SMART_ACTION_WP_START, if no player invokers are found, distance despawn check won't be used
- Allow action SMART_ACTION_WP_RESUME to compensate for the state the unit actually is in (eg. combat)
- Allow action SMART_ACTION_MOVE_TO_POS to select random of the avaiable targets, not only the first one.
- Allow action SMART_ACTION_MOVE_TO_POS to utilize x, y, z parameters as an offset to calculated coordinates
- Action SMART_ACTION_RESPAWN_TARGET should never modify respawntime of already spawned gameobjects, use dedicated function
- Properly delete ontime events created by SMART_ACTION_CREATE_TIMED_EVENT
- If action could not be started because conditions were not satisfied, do not recalculate the waittime to action repeattime, use smaller value to recheck more frequently
- Allow target SMART_TARGET_CLOSEST_PLAYER to be used by gameobjects
- Allow target SMART_TARGET_OWNER_OR_SUMMONER to be used by gameobjects
- Fixed SMART_EVENT_COUNTER_SET to be only called for the id that was incremented
- Changed the way counters work
- Protect PhaseInc from surpassing maximum phase
- Added loading checks for missing NON_REPEATABLE flag if no repeatmin, repeatmax is set
- Added spell validation for SMART_ACTION_CROSS_CAST
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Called when specific game event starts
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Fixed HP drop bug on zeppelins
Fixed possible packet relocation problems on huge transports
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more (#19122)
* Fixed corpse looting in wintergrasp
Added corpse loot for wintergrasp quests and To the Looter Go the Spoils (1166) achievement
Don't generate money for loot if no loot mode is available
Simplified few things
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- adding drink aura to AuraEffect::UpdatePeriodic(Unit* caster)
- making Clamlette Magnifique regenerate mana as well as hp
Closes #19075
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(cherry picked from commit 8453d7dae25823dd5d2ecf2b718a469c0553214c)
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