| Age | Commit message (Collapse) | Author |
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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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- This field is only used to propose a new quest to player after completion, shouldn't be used to condition current quest
Closes #19515
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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
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target
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Thanks Jackpoz
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- UNIT_STATE_CASTING removal not needed for movement now, but it's needed for melee attacking
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- Allow to share already completed (but not rewarded) quests, restriction was unblizzlike
thanks Cannix for the heads up
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Thanks ariel-
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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
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allowed spell
- Core/Unit: made IsFocusing virtual
Thanks to ccrs for suggestion
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- Remove script hacks no longer needed
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Thanks ccrs for feedback :P
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eventual scripts (#19498)
- Fixes certain situations in which the quest window would get stuck after completing a quest
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* In the existing core script, Willix the Importer in Razorfen Kraul says
"Help! Get this $n off of me!" (showing the $n part in his SAY text)
instead of naming the attacker when using his 'SAY_AGGRO1' creature_text.
* With this commit change, unit target is no longer missing for Talk,
making Willix name the attacking unit when he shouts for help.
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Build: Added 1.64 Boost version to FindBoost
(cherry-picked from commit 5233caf0920689c7796f4147e5b7506343d707bb)
Build: Fixed build with boost 1.64
(cherry-picked from commit a3dec5cb753410dba5c03c70343afd00b905e920)
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By Riztazz, closes #19484
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- They shouldn't be saved in db
- Prevented temporary spell removal after a save
Closes #14373
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- Remove one not needed ReleaseFocus, this is done at finish already
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This reverts commit 1ca8434b365687dbd12ca232a615d126234eba5e.
Closes #19472
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spells that no longer exist
cherry-picked from commit be1a7d36f31fe2722f0a61f1360f9a5c28ff97b2
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schools
for Keader :P
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Reset boss state to NOT_STARTED if state loads as FAIL
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- This fixes pets and totems getting mods from owner
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Closes #19464
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Even on 3.3.5. What's PCH for?
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Source: http://wow.gamepedia.com/index.php?title=Miss&oldid=1980141
> Level is not a factor except when attacking a mob level 9 or lower.
Miss chance against a low-level mob is a percentage of normal equal to the mob’s level divided by 10.
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