with that i've implemented all known auras which makes
units invisible for alive.. but that's currently quite hacky
i think best would be if we could set a unit-flag after those auras
getting applied
this reverts 8676 (9c50d9e70314b0cd9eb0fe3bac8040d64a9965a5)
the new flag is from wdb-files so your database should be
already alright
also i've dropped the function Player::CanInteractWithNPCs
cause it was used only in one place and didn't seem to make anything
easier
NOTE for this flag:
it just means that the creature can be seen by ghost-players
too..
so they are still visible for alive players.. unless a special
aura or ther unitflag (spiritguide/healer) disables this..
(see next commit for it)
* Removed my too script check on data load.
* Allow looking up fo DB target also if spell has required focus set.
* Makes DB targets optional not required.
Signed-off-by: ApoC <apoc@nymfe.net>
Real object creating in grid make sense only if grid data already loaded, in other cases
gameevent/pool related object will loaded at normal grid data loading.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
with this flag you can specify a creature to be only
visible for dead players - this removes all hacks from
spiritguides/spirithealers from code and allows some other
special creatures
i decided to not implement an extra deathstate cause
actualy those creatures are almost equal to living ones
* Use stored in aura amount percent damage ignore for auras SPELL_AURA_MOD_IGNORE_ABSORB_FOR_SPELL
* Implement apply percent damage ignore for absorb (SPELL_AURA_MOD_IGNORE_ABSORB_SCHOOL (194))
and redunction (SPELL_AURA_MOD_IGNORE_DAMAGE_REDUCTION_SCHOOL (269)).
Later need recheck what from this 2 auras applied to armor reduction
(currently 269 used only in single spell and this spell is single affecting armor
and single normal school damage applied with 194 aura)
Also unclear is this must applied to DoTs, expected that not need.
* Implement talent 53375 boots for spell 31884.
* Add single arg version Unit::AddThreat for just adding to threat list.
* Req. provide schollmask and crit flag for any real threat value for proper threats mod apply.
* Send crit flag in DealDamage as MELEE_HIT_CRIT for spell damage for later send to threat call.
* For not affected by modifiers threat values use SPELL_SCHOOL_MASK_NONE.
* Implement aura SPELL_AURA_MOD_CRITICAL_THREAT (used only in itemset 529 effect).
Its create conflicts with ACE code.
More cleanup need (with replace use ACE_OS function versions
but stuck for example still used old sockets libarary.
This patch implements storing guid->object pairs on per map level, this leads
to less locking in ObjectAccessor in case of further multithreaded map update.
For case of cross map guid looking (auras cases) all maps are linked into
ObjectAccessor and can be traversed for this lookup.
Signed-off-by: ApoC <apoc@nymfe.net>
* Always use machanic masks in form (1 << (mech-1)), fix all cases.
* Imppement SPELL_AURA_MECHANIC_IMMUNITY_MASK (mostly boss/elite spells).
Note: db stored mechannic masks already stored in proper format so not affected.