* List its independelty. Each from this 2 fields have own flags. Cleanup lists.
* Not copy proto flags to item flags update field. This fix heroic item versions
show in client in result mixed use ITEM_DYNFLAG_WRAPPED (0x8) with ITEM_FLAG_HEROIC (0x8)
* Update uses to proto case use for some cases where before wrongly has been used item dyn.flags
* For ITEM_DYNFLAG_UNLOCKED (0x4) set for item at unlock and check for prevent re-unlocking.
This mostly for future case when will be implemented partly loting items support.
* For ITEM_FLAG_LOOTABLE (0x4) check loot absent or conflicting setting with containers/casted at use items.
Report wrong cases art loading.
* Better check related loot tables content using ITEM_FLAG_PROSPECTABLE and ITEM_FLAG_MILLABLE
Added ObjectGuid version Aura::GetCasterGuid()
But for prevent big problen with backporting AuraHolder
to mangos-0.12 in most cases still used old uint64 version
Aura::GetCasterGUID.
Recommended use new version where possible in clean way
as done for some cases in commit already.
Also other classes have been affected, due to the use of search&replace.
This will probably break some patches and 3rd party libraries, so make sure to update them if required.
Thanks to Phille for the original idea and patch!
Add a default define and use it instead of hard coded value.
Some additional minor corrections for transport GO's
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Move selection allowed upper and lower heights for target point
into near point core function used for contact/close point selection.
Selection base at possibility target point searcher fly/swim(or walk by water bottom).
* Use vamp water level data so have proper water level in instances in movements.
* Use increased ground search distance for water level case.
* Check class considered have all info select object in world from suggested but grid walker list in some grid.
This also meaning that Check must always have focus object around that (and in same phase) fit objects must be.
* Searcher only must ask Check and know how from all objects fiting to Check select result object(s).
For this reason and for better compatibility removed first arg (searcher) form all Searcher classes.
Instead expected used Check::GetFocusObject() object if need ( by always need check and simolify Check classes
phase checked in Search classes). This also restore source code compatibilty in related lines with prev.client
version branches code.
* While focus object adding fixed possible wrong phase object selection at stealth detection and at corpse searches.
uint32 result used in most expressions for stack calculation/compare
Alos uint8implicitly casted to int by C++ in expressions that generate unexpected
signed/unsigned warnings in comparisons (uint8 +1) > uint32 and similar.
Note: all spells with effect expect additional code for redirection reset.
Until code adding redirection work longer that expected.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Patch partly rewrited with move new data into HostileRefManager
and added redirection to threatAssist. Also bug fixed with
redirection threat to unit not in hostile list yet.
Table creature_model_info store creature entry to use model from (or explicit model). The selection is based on a base modelId and racemask.
Hacks for shapeshift models removed (data included in SQL update)
Dropped no longer needed creature_model_info.modelid_other_team, as creature_model_info can and should be used instead (sorry, this is what happen when author doesn't do full research :) )
Signed-off-by: NoFantasy <nofantasy@nf.no>
Also
* Fixed some amount wrong uses low guids as full player guids.
* Add private without body ObjectGuid(uint32 const&) for catch wrong assigns low guids to ObjectGuid.
In some cases need assign "0" guid, then use ObjectGuid() instead.
* Fixed .pdump commands work.
* This let make map local way access for cases when player/all units
expected to be at same map (for scripts cases for example).
Ofc, still exist many places where code expect world wide player search.
Spell casting for support far target cases, groups/guilds/chat/etc packets
* Function Unit::GetUnit depricated and will removed soon.
* Function GetCreatureOrPetOrVehicle renamed to less horriable GetAnyTypeCreature name.
isStart is default true. For transport/taxi cases, it may be false for event id's at arrival (event id ending)
Signed-off-by: NoFantasy <nofantasy@nf.no>
Let script library know when some event is about to start. Event id's may be found in several sources, such as spells, GO's and transport/taxi paths.
Database scripts may be prevented by returning true from script side whenever needed. If false, DB script will run like normal.
New database table event_id_scripts will need a ScriptName for the event id, in same way as for example areatrigger_scripts.
Signed-off-by: NoFantasy <nofantasy@nf.no>