There is no sense to do that for objects that not in world - those objects are unknown for clients
and their packets will be ignored
(based on SilverIce's repo commit 6305402)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Important:
* You have to re-extract and assemble vmaps
* Update your config file, new option 'vmap.enableIndoorCheck' added
New features:
* Include WMO+DBC area information for correct subarea identification and indoor check
* Support for WMO liquid (fishing/swimming in cities, instances and oterh WMO based environments)
Technical changes:
* New Bounding Interval Hierarchy (BIH) data structure for better performance
* Referenced model data for reduced memory usage,
needs more files, but reduces overall file size from ~1.9GB to ~550MB
Additional Authors:
arrai (DBC handling and indoor detection)
faramir118 (windows support and bug investigation)
And of course thanks Vladimir for a lot of patience and support!
* At every change to model or scale, the related data (bounding_radius/combat_reach) is now updated accordingly (note that player combat_reach are not changed like creature).
* UpdateModelData is called from within SetDisplayId while changes to scale has explicit call to UpdateModelData after new scale is set (mostly for aura scale)
* The updated values are calculated by (scale*bounding_radius)/(scale*combat_reach)
* Database values for bounding_radius/combat_reach are expected to be relative to scale like 1.0
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Prevent crash at camera list update at attempt increment end() iterator.
* Properly do unapply SPELL_AURA_MOD_POSSESS_PET (GetPet() can return NULL at call, and not need checked)
* Propertly call unapply at delete auras cases for auras that set player-caster mover pointer.
* Use proper stop packet as expected. In case 0 trevel time used before move packet
can generate infinity move forward (at client side).
* Avoid reset top movegen before add idle in pet stay command.
* Avoid assign random move to player owned creatures as default movegen.
* Finish follow movegen init including need-stay case.
* This allow prevent move home/to caster at apply
* Also replace AI and reset movegens at control time
* Also stop combat and clear threat/hostile list at lost control for prevent combat with freindly units.
* Now apply 4x bonus dependent from target health in time spell cast,
not from current health in tick.
* 4x bonus applied to own spell damage value, not to total taken damage.
* Show skinning tooltip only after creature loot
(when creature can be explcitly skinned).
* Allow reopen skinning loot if still have not looted items.
* No reson have 6 copies near to exactly same code.
* This fix problem with apply attack power bonus in some case.
Thanks to Wowka321 for find and reseach problem.
Can be source very strange damage/absorb and any near stored/calculated in memory values. and crashes also.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* damage - different direct damage calculation tracing
* combat - combat state updates, roll attack result and etc
* spell_cast - spell cast progress and aura apply
* If player tap creature in group and leave then group will have access to creature loot if not disbanded
* If player tap creature and after join to group then creature loot will accesable only by player
* Also RewardPlayerAndGroupAtKill divided to simgle player and group reward versions used for group tap
and single player tap cases.
* Avoid coeff calculation if target value is 0.0f
* Avoid use spell_bonus_data coeffs for creature damage.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* This coeff used if not spell_bonus_data provided for spell
* Continue prev. commit line expected that creature casts not affected by DotFactor
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Important changes:
* Chaged way caluclation "-5% of total per any additional effect" to percent
apply instead use raw value that correct only for 3500 cast time spells.
* GetSpellCastTimeForBonus result now alwasy not applied to creature casted spells
Before it not applied only to instant spells. Please test if this ok in all cases.
* Leech effect modify spell casting time move into GetCastingTimeForBonus and then called
also for melee spells. But only creature spells exist with melee class damage and its
not affected by GetCastingTimeForBonus anyway now.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
(based on 400's commit 0f37423)
(based on 400's commit 636cfef)
(based on 400's commit 0bbe3a7)
(based on 400's commit ce86b56)
(based on 400's commit b74c6a8)