* 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>
* `game_event_pool` dropped and related in momory data generated
based by another pool tables content.
* Pool work with spawed at event and despawned at event object now different.
- If object listed in `game_event_*` as spawned at event start and it's part of some pool
then all other pool object must be listed as spawned with this event start, and more,
if pool has mother pool, then all mother pool members must have objects spawned at this
event start. More short: all object of some top (not have mother pool) mitbe or listed for some event start spawn,
or not listed for any event start spawn.
- If object listed in `game_event_*` as DEspawned at event start and it's part of some pool
then nothing special required for other pool objects. Event systemwil command to pool system exclude for spawning and despawn referenced
object until event end.
* Many checks has been added at event/pool data loading.
* Changes fix crashes related to event/pool common work.
Thanks to NoFantasy for help in research original problems and ways for improve code.
This let solve problem with not despawned creature/gameobject at pool update in case when related grid not loaded.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* Fixed object is removed from guid->object map but still spawned in world under some conditions
* Fixed possibility to spawn already spawned object
* Fixed objects despawning (missing part for explicitly chanced objects added)
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>
* Call it from Map::AddObjectToRemoveList and remove now not needed explcit calls
* Create Gameobject version to make GO with owner more safe for remove
* Allow have only A2 or H2 display ids for less strincted DB field data.
* Check model data existance for all provided display ids atserver startup.
* Avoid explicit access to creature info display fields but use display selection functions.
* Rename GetTaxiMount to more clear for returned value GetTaxiMountDisplayId.
* Check display ids in `creature_model_info` at server load.
* src/game/GameEvent.* renamed to src/game/GameEventMgr.* for consistence
* `game_event` now have new `holiday` field for store client side holiday id associated with game event
* Added new enum HolidayIds with existed at this moment holiday ids.
* New function "bool IsHolidayActive(HolidayIds id)" added accessabel from scripts for active holidays check.