* Not reset lock/interact state in instances (so until instance reset)
* Do unti-cheating checks for use attempts locked/non-intareactive GOs
* Implement SCRIPT_COMMAND_GO_LOCK_STATE for control lock/interact state of GOs from scripts.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* Map Persistent noe have direct pointer back to map if map loaded.
That let simplify some code and avoid map search.
* Crash showup in result changes in code logic related to reset processing.
* Also fix more old bug with reset normal dungeon with not loaded map.
* Reverse MapPersistentState::HasRespawnTimes and MapPersistentState::HasBounds() results
to expected for function names and update related calls.
Thanks to Schmoozerd for help in research problem.
* New comamnds mirror related normal sedn commands:
- send mass items
- send mass mail
- send mass money
* Instead player name it expect or numeric racemask or textual race/team name or 'all'.
Race can also be creature race and needed for future implementation of spells.
RACE_UNDEAD_PLAYER renamed to more proper RACE_UNDEAD
Signed-off-by: NoFantasy <nofantasy@nf.no>
Target selects all gameobject around destination, limited by adding spell with a corresponding gameobject entry in database table spell_script_target.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Fixed wrong arenaid use at leave arena queue.
* Fixed memory lost and etc at not virtual EndBattleground call
* Fixed crash at arena join with fake data from client.
* Code cleanups.
* Use anum instead raw uint8 type in args
* Fixed crash when gm at continent invite to group gm in instance
and then teleport to instance using .goname.
When group leader teleport to instance it must get group bind instead solo bind.
* In other semilar cases detection report error as before but replace solo by group bind instead
assert crash at enter to map.
* Database table needs data for each faction that should give spillover to other faction(s). One faction may give spillover to max 4 other spillover factions.
* The spillover rate is multiplied with the points after bonuses and reward rate is set, Rate is given as: 0.5 for 50% gain, -1.0 for 100% loss, etc
* It is possible to restrict spillover faction by rank. If player has a higher rank with the spillover faction given in database, no spillover will be given towards this faction
Signed-off-by: NoFantasy <nofantasy@nf.no>
Note that all may not be in use(or exist), and needs more research
Adjust one enum creature type flag to CREATURE_TYPEFLAGS_CAN_ASSIST
Adjust one enum item flags to ITEM_FLAGS_INDESTRUCTIBLE
Signed-off-by: NoFantasy <nofantasy@nf.no>