Antz
9d20fe2b32
Initial project location adjustment
2020-02-17 09:22:43 +00:00
Antz
f1c9e0f94b
[Sync] Project header sync
2020-02-17 09:22:26 +00:00
sanctum32
6c84f6f537
merged ed3d3ccde9
2020-02-17 09:20:34 +00:00
Antz
1997c1e903
Rebase resync
2020-02-17 09:19:44 +00:00
billy1arm
ef445ea523
[12632] Revert previous commit (see Notes)
2020-02-17 00:54:15 +00:00
Dramacydal
1cd806c02e
[12631] Use uint32 for phaseMasks in core and database
2020-02-17 00:41:55 +00:00
Dramacydal
c47a6fa6ab
[c12628] Use TransportAnimation.dbc to check transport validity
2020-02-17 00:25:06 +00:00
Schmoozerd
7e9d6dc954
[c12623] Handle GO Trap triggering like GO handling is expected
2020-02-17 00:24:56 +00:00
Xfurry
af4cf28fa2
[c12620] GO_FLAG_INTERACT_COND should not reset in instances
2020-02-17 00:24:51 +00:00
Dramacydal
bf5c6b1ddd
[c12562] Cleanup Style
2020-02-16 23:12:16 +00:00
Dramacydal
2be2854ff2
[c12553] Correct DestructibleModelDataEntry and fix ingame destructible go display
2020-02-16 22:27:04 +00:00
Schmoozerd
a27787851c
[c12537] Update Authorship information
...
(based on commit [12388] - 037f217)
Signed-off-by: Xfurry <xfurry@scriptdev2.com>
2020-02-16 21:27:46 +00:00
Schmoozerd
a05738717a
[c12536] Happy New Year 2013
...
Update authorship information and prepare for easier ways next year
Signed-off-by: Schmoozerd <schmoozerd@cmangos>
(based on commit [12325] - b7dbcda)
2020-02-16 21:25:01 +00:00
stfx
d22e1d3b7a
[12165] Move opvpmgr based capture point saving / loading to opvp class
...
Also improve capture point locking code and fix saving lock state in NA and GH
Note: Keep in mind that capture points won't be activated before you call SetCapturePointSlider() function
2020-02-16 20:41:43 +00:00
stfx
328a349a23
[12157] Merge Player::CanUseOutdoorCapturePoint into Player::CanUseCapturePoint
2020-02-16 20:41:35 +00:00
stfx
012c2ef51b
[12155] Prevent saving/loading/init capture points in instances
...
Reason for this are:
1) We don't want them saved/loaded between bg games
2) Saving cp slider is done by go id and would not work for instances
3) There are visual-only capture points in bg (eots)
4) It would be possible to only enable the capture points on bg start
TODO: Move this to OutdoorPvP base class
2020-02-16 20:41:33 +00:00
stfx
522ccf02ae
[12154] Add HandleEvent and HandleGameObjectCreate to battleground class
2020-02-16 20:41:32 +00:00
stfx
c8814791e1
[12153] Remove unneeded InBattleGround() as it is already checked by GetBattleGround()
...
Also call OutdoorPvP handlers before instance script ones
2020-02-16 20:41:31 +00:00
Shyax
6e76dbae3f
[12128] Fix more warnings - close #4
...
* Remove warning: enumeration value '<value>' not handled in switch
* Remove warning: enumeral and non-enumeral type in conditional expression
* Remove warning: too many arguments for format
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2020-02-16 20:41:05 +00:00
Schmoozerd
1014f50b89
Fixup last commit (why didn't it ammend..
2020-02-16 20:40:58 +00:00
Xfurry
e955c3bc8f
Add Outdoor PvP handlers to various files
2020-02-16 19:05:40 +00:00
stfx
525ec3ea4c
Use OutdoorPvPMgr to save/load capture point data when grid unloads
2020-02-16 19:05:36 +00:00
stfx
b3ab347028
[12096] Prevent unloading go before all players left capture point zone
...
This fixes m_UniqueUsers not being cleared for example if grid is set to idle and would therefore think that some players are still in range on grid reactivation causing the slider not to appear
2020-02-16 18:55:10 +00:00
stfx
428bb2c5e9
[0049] Implement SMSG_DEFENSE_MESSAGE for the upcoming opvp system
...
Also fix callig go type 29 progress event if there is no neutral area (like in Halaa)
2020-02-16 07:37:47 +00:00
Yaki Khadafi
f7cd8ce52a
Fix SMSG_UPDATE_OBJECT, SMSG_DESTROY_OBJECT, and some teleport opcodes
...
Authors: Strawberry, Trinity, me
Signed-off-by: Yaki Khadafi <elsoldollo@gmail.com>
2020-02-16 02:53:44 +00:00
Salja
22bfaa12b0
Mage 400 INTO master/434
...
Signed-off-by: Salja <salja2012@hotmail.de>
2020-02-16 01:59:51 +00:00
Schmoozerd
835d1c7479
[12069] Cleanup comment style
2012-07-22 14:39:31 +02:00
Schmoozerd
e32b9953a1
Cleanup Operator padding
2012-07-20 17:38:23 +02:00
Schmoozerd
2bd41afb3e
Various Cleanups (game F-K)
2012-07-19 21:46:24 +02:00
Xfurry
5a0f668515
[12060] Implement GO_TYPE_CAPTURE_POINT support
...
Patch also developed by stfx
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-07-19 21:32:04 +02:00
Schmoozerd
6de10526cc
[12058] Remove more header includes
2012-07-19 04:15:13 +02:00
Schmoozerd
0e0a765312
[12026] Replace std containers of ObjectGuids with some predefined types
...
Based on patch by stfx
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-07-03 18:47:05 +02:00
Schmoozerd
010d29d1ed
[11985] Implement support for go_template_scripts
...
Add a new table `gameobject_template_scripts` to start scripts for any type gameobject.
Scripts in this table are triggered for all gameobjects on GameObject::Use
Note: The table `gameobject_scripts` is expected to not be required very much longer, and will most likely be removed someday
2012-05-04 20:39:48 +02:00
Schmoozerd
d08edbd93c
[11980] Improve support for wild summoned GOs
...
* Support GetGameObject for wild summoned GOs
* Proper delete WildSummoned GOs after they are used
2012-04-26 18:08:35 +02:00
stfx
f3f3349661
[11973] Various Cleanups
...
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-04-22 19:48:05 +02:00
stfx
f153193a02
[11951] Unify loot related code and fix engrish.
...
Also readd the m_groupLootId check in case the StopGroupLoot will be called from other places
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-04-12 17:16:37 +02:00
stfx
e79b80727d
[11949] Check group id of group loot timer when timer is started. Close pull request #39
...
Also fix a small possible bug with loot shared to players at similar position on a different map
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-04-11 22:58:51 +02:00
zergtmn
c6a751134c
[11928] Some warning fixes
2012-02-16 20:32:17 +06:00
Schmoozerd
49bd484a41
[11922] Add ASSERT helper function to print entry and guid info
...
Use this in first cases: GetAngle and in PathFinder::BuildPolyPath
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-02-07 17:25:46 +01:00
Schmoozerd
6aab5c1022
[11892] Really fix [11890]. This basicly reverts commit 11890
...
Remove the actually not required faction check in Player::GetNPCIfCanInteractWith - this is done by IsHostileTo a line before
Improve the Player-login AtWar selection to also consider forced reactions
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-01-31 00:16:21 +01:00
Schmoozerd
3e552fc739
[11890] Fix Player::GetNPCIfCanInteractWith to consider forced reactions
...
This will fix ie quest 9410 A Spirit Guide
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-01-27 00:20:14 +01:00
darkstalker
461be74c3a
[11878] Add group looting rules for gameobjects (chests)
...
Patch based on original work by Wowka321
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-01-16 22:54:08 +01:00
Schmoozerd
8068dcf6dd
[11875] Update Copyright notice to year 2012
...
Start timemachine and a Happy new year to all!
2012-01-16 17:43:59 +01:00
Schmoozerd
3ae1f25b9b
[11848] Change use of ScriptLibrary OnGOUse return value in GO::Use
...
Now mainly used to allow or prevent DB scripts use
Also some related code cleaned and reordered
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2011-11-25 20:29:42 +01:00
Schmoozerd
7246e51a13
[11839] Add support to send custom gameobject anim for a few traps
...
The way to filter by display id is rather ugly, but no better solution is in sight. This should be good enough until better (likely model-data) support can be implemented.
Also it must be changed if more Traps with this behaviour are found.
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2011-11-05 20:05:59 +01:00
stfx
a25982abf6
[11815] Fix sending custom GO animation for Type10 GOs
...
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2011-10-08 01:09:00 +02:00
SilverIce
3567e69a3d
[11807] Add gameobject_addon table
...
table holds additional per-guid gameobject data.
currently it contains path rotation info that required for some elevators and transports
2011-09-26 02:34:29 +03:00
SilverIce
7a67f27ab3
[11806] A bit gameobject code refactoring
2011-09-26 00:12:12 +03:00
NeatElves
362f7fb820
[11668] drop redundand line from prev. commit
...
Signed-off-by: SilverIce <slifeleaf@gmail.com>
2011-06-24 15:36:52 +03:00
SilverIce
f99fcb1b92
[11667] Implement transport path rotation
...
Transport rotation transforms transport path - this makes possible to have few transports with same entry but with modified paths.
This also solvers problems with some transports (like deeprun tram).
TODO: some transports has non standart rotations, that must be stored in db
Signed-off-by: SilverIce <slifeleaf@gmail.com>
2011-06-24 14:28:08 +03:00