Note: for avoid double counting must be removed C++ scripts and EventAI scripts that do same thing in old way.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also implement KillCreditN field check at loading.
* Propertly work with uint32 spell ids in player action bar
* Fix in same time bug with not save equipment set button with id==0
* Merge misc field in character_action and playercreateinfo_action to action field as 3 byte
* Propertly load uint32 spell ids from character_spell
* Fixed types for some pet/creature related structure for spell id storing.
* Create new monster move field in Creature class and use it in all cases when expected use MONSTER_MOVE_* flags.
* Store and use MOVEMENTFLAG_* values in field in MovementInfo structure of Player class.
* Cleanups and fix related code.
NOTE: DB in creature_addon store values similar MONSTER_MOVE_* flags, scritps also expected set only this flags.
* Propertly work with uint32 spell ids in player action bar
* Fix in same time bug with not save equipment set button with id==0
* Merge misc field in character_action and playercreateinfo_action to action field as 3 byte
* Propertly load uint32 spell ids from character_spell
* Fixed types for some pet/creature related structure for spell id storing.
* Create new monster move field in Creature class and use it in all cases when expected use MONSTER_MOVE_* flags.
* Store and use MOVEMENTFLAG_* values in field in MovementInfo structure of Player class.
* Cleanups and fix related code.
NOTE: DB in creature_addon store values similar MONSTER_MOVE_* flags, scritps also expected set only this flags.
* 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.
Note: before this commit hunters can tame exotic pets like any other.
After patch like not propertly contriolled pets will auto-dismiss at loading
if talent not learned.
* Add new creature_template field `dmg_multiplier`
* Make attackpower include in creature damage not dependent from attack speed.
NOTE: included in sql update recalculation for creature damage related fields only make
temporary possible usable values. Real values need revisited by DB devs for correctness.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This let reuse code for other similar near corpse target selection spells.
Also provided currently not used class-checks for 2 spells
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Active objects triggrering grid loading and updating around self like players.
It can be used for event long run movements or escoring quest travels.
Also can be used for proper implementation far vision spells.
Currently only creatures can be activated by function call (from script) cr->SetActiveObjectState(true);
Please avoid lot amount active objects in same time use. Existance active objects support isn't meaning
that each rabbit must be active creature.
Also added independent grid unloading locks for explicit unloading lock,
lock for used by instance copied grids, lock counter for actiove object spawn grids locks.
Last case required for prevent double spawn active creature walk far away from spawn point.
It can be in current state used for simplify scripting code that set POI and more advansed way later..
Call void PlayerMenu::SendPointOfInterest( float X, float Y, uint32 Icon, uint32 Flags, uint32 Data, char const * locName )
will removed after some time delay, and only void PlayerMenu::SendPointOfInterest( uint32 poi_id ) will exist.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* Store phase mask for creatures/gameobjects/corpse in DB
* Propertly set phase for summoned creatures/gameobjects/pets/corpses/spell related dynobjects
* Select proper phase for spawned creature/gameobjects and save it in DB
TODO: in game commands.
Correct totem immunes for dot/leech/Fear/Transform auras (immune only to effect)
Correct log if all effects immuned by Effect Immune
Move check for IMMUNITY_STATE to Unit::IsImmunedToSpellEffect
Signed-off-by: DiSlord <dislord@nomail.com>