There is no sense to do that for objects that not in world - those objects are unknown for clients
and their packets will be ignored
(based on SilverIce's repo commit 6305402)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Important:
* You have to re-extract and assemble vmaps
* Update your config file, new option 'vmap.enableIndoorCheck' added
New features:
* Include WMO+DBC area information for correct subarea identification and indoor check
* Support for WMO liquid (fishing/swimming in cities, instances and oterh WMO based environments)
Technical changes:
* New Bounding Interval Hierarchy (BIH) data structure for better performance
* Referenced model data for reduced memory usage,
needs more files, but reduces overall file size from ~1.9GB to ~550MB
Additional Authors:
arrai (DBC handling and indoor detection)
faramir118 (windows support and bug investigation)
And of course thanks Vladimir for a lot of patience and support!
* 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>
* Prevent crash at camera list update at attempt increment end() iterator.
* Properly do unapply SPELL_AURA_MOD_POSSESS_PET (GetPet() can return NULL at call, and not need checked)
* Propertly call unapply at delete auras cases for auras that set player-caster mover pointer.
* Use proper stop packet as expected. In case 0 trevel time used before move packet
can generate infinity move forward (at client side).
* Avoid reset top movegen before add idle in pet stay command.
* Avoid assign random move to player owned creatures as default movegen.
* Finish follow movegen init including need-stay case.
* This allow prevent move home/to caster at apply
* Also replace AI and reset movegens at control time
* Also stop combat and clear threat/hostile list at lost control for prevent combat with freindly units.
* Now apply 4x bonus dependent from target health in time spell cast,
not from current health in tick.
* 4x bonus applied to own spell damage value, not to total taken damage.
* Show skinning tooltip only after creature loot
(when creature can be explcitly skinned).
* Allow reopen skinning loot if still have not looted items.
* No reson have 6 copies near to exactly same code.
* This fix problem with apply attack power bonus in some case.
Thanks to Wowka321 for find and reseach problem.
Can be source very strange damage/absorb and any near stored/calculated in memory values. and crashes also.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* damage - different direct damage calculation tracing
* combat - combat state updates, roll attack result and etc
* spell_cast - spell cast progress and aura apply