those creatures shouldn't see alive creatures - else
it would be very unfair ;)
now it's also possible that they can fight against each other
this fixes the bug, that those creatures attacked living players
* Move when possible checks from deep code to packer/DB read level.
* Check real existed guild bank tabs amount instead just max possible amount.
* Check guild bank loaded state for packets expected to be called only after
guild bank data loadin by another packet.
Thanks to elecyb and NetSky for original fix versions.
* Allow loot for not used in quest mail templates.
This let use mail template based mails from scripts for example.
* Not allow use same mail template id in more ine quests.
Passive spell cooldowns only for client show.
It sets by non passive spells with same category
triggered from passive spell auras or in code explictly.
* Ignore cooldown at cast passive spells
* Not set coldowns at passive spell cast itself.
Tracking of class and profession trainer should then work as expected client side, but database still need to apply flag values based on trainer function.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Avoid use broken lib/*_debug_nppch dirs, and restore use debug version for debug_nopch mode
* Avoid unexpected creating .tlb file in bin subdirs
* Set to correct values debug_nopch mode fields in tbb.vcproj
* Hide TBB libs in lib dirs in simialr way as hide ACE libs.
* Avoid use broken lib/*_debug_nppch dirs, and restore use debug version for debug_nopch mode
* Avoid unexpected creating .tlb fiel in bin subdirs
* Restore 0.15-dev as current developed release version in mangosd.
* Set to correct values debug_nopch mode fields in tbb.vcproj
Note: VC90 fixes will be in next commit.
You should add two libraries into your server binaries:
tbb.so/tbbmalloc.so on *nix and tbb(_debug).dll/tbbmalloc(_debug).dll on Windows!!!
Define USE_STANDARD_MALLOC while compiling 'framework' project to use OS' default memory allocator!
Signed-off-by: Ambal <pogrebniak@gala.net>
* Rename creature template `heroic_entry` => `difficulty_entry_1`
Possible need add 2 more fields for 2-3
* Use 2 more EventAI EFLAG_* flags for 2-3 difficulty support, update checks.
* Update area trigger code.
Note: support for specialized creature version for difficulties 2-3 not added yet
and will be used same as difficulty 1 mode.
TODO: Rename area triggers heroickey/etc fields ?
* Replace old `account`.`online` field by `account`.`active_realm_id`.
It have 0 if account offline.
NOTE: this break all scripts that use `online` field for seelct online characters, and it required update.
But from other side this reolve
* Bug with reset online state active realm at restart another realm.
* Let easy select online accounts for some specific realm if need.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
In fact this old bug that just has been triggred more often after recent code changes,
so with some chance maybe some other logout related crashes fixed.
Also small cleanup in avoid double calls RemoveFromWorld and CleanupsBeforeDelete in some cases.
And make related renames in code for types, variables and functions.
To make more clear difference achievement createria type from old achievment criteria data type
in DB and code.
* If object still in world at delete
* If object still listed in client update queue
Possible with this crash reports will more informative and let find porblem.