Also optimize strcture LootStoreItem that let use 4 byte for loot template element in memory instead 5 bytes.
But limit group id to 127 max value. Check this at loading.
* 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.
Before overflow has been possible at 4294967295 lols for example.
ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE in many cases require check special conditions and targets.
For this allow call it from scripts:
* Add Player::UpdateAchievementCriteria functiona ccessable from scripts
* In emote case it allowed call in form player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE, text_emote_id, achievement_id, target_unit_ptr);
* ACHIEVEMENT_CRITERIA_TYPE_DEATH (normal and arena types counting)
* ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON (instance types by man limit counting)
Note: need fixed for cases when max allowed players different from recommended count.
* ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM (environment damage sources by types)
Fixed:
* ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER
- self-kill counting as death from players
- same team player kill in opposition kills counter.
Also cleanup in Player::EnvironmentalDamage use DBCStructure.h comment.
Fixed problem that queues doesn't invite new players to already running battlegrounds.
Some other fixes for announce system will be soon.
Signed-off-by: Triply <triply@getmangos.com>
Also
* Allow have in aura_spell spells with SPELL_AURA_PHASE in first effect.
* Allow negative aura_spell chaining in spell_area table.
* Better check at loading duplicate data (by requiremnt set) in spell_area table.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Implemented OffhandCheckAtTalentsReset option for unequip at zone change (default)
and at talent reset itself (can be enabled).
Move apply cooldown for like spells to aura apply (GO registering for owner in GO summon spell case)
Store "infinity" cooldown for like spells, ignore it at save and reapply it at aura loading.
Note: one problem still exist for like spells: at loading/far teleport spell icon lost diabled state at client.
Need sedn some unknown data in SendInitialPacketsBeforeAddToMap or SendInitialPacketsAfterAddToMap for restore it state.
* It allow store requirenments: area, active or rewarded quest (until possible another quest not rewarded),
aura present at character, character race/gender.
* Listed spell can marked as auto-casted when fit requirents. In this case spell requirements checked at
zone/subzone update (and then resurraction also), quest start/reward, dummy aura apply.
* Old hardcoded lines for similar check removed from sources and required DB support for work now.